Krueger the Stormlord: Difference between revisions
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Revision as of 14:07, 13 January 2024
Template:Circlebox Template:4P
Krueger knows that greatness comes not as a reward for humility or silent dedication. He will rattle the Circle Orboros like a creaky house caught in a storm. He promises to return the Circle to its primordial roots, where the weak make way for the strong and druids are free to drink deeply of nature’s unchecked power. He brings lightning and storm, blood and battle, the crashing power of the earth, and the chance to make Caen tremble beneath their tread.
Basic Info
This model is a Warlock.
Warlock Rules
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Feat:Hurricane
Enemy models currently in Kreuger's Template:CTRL range are pushed 3" directly away from Kreuger in the order you choose. Affected models suffer -2 SPD for one round.
Abilities
Weapons
Lightning Bolt | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
File:Gun icon.jpg | RNG | ROF | AOE | POW | ||||||||||
10 | 1 | Template:- | 12 | |||||||||||
Wurmtongue | ||||||||||||||
File:Sword icon.jpg | RNG | POW | P+S | |||||||||||
2 | 7 | 12 | ||||||||||||
Spells
{{Category:
Template:Lightning Storm Template:Rebuke Template:Telekinesis Template:Windstorm
}}[[Category:
Template:Lightning Storm Template:Rebuke Template:Telekinesis Template:Windstorm
]][[:Category:{{{name}}}|{{{name}}}]] | Cost | RNG | AOE | POW | DUR | OFF |
---|---|---|---|---|---|---|
8 | 1 | 6 | 12 | up | no | |
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]]) | ||||||
[[:Category:{{{name}}}|{{{name}}}]] | Cost | RNG | AOE | POW | DUR | OFF |
8 | 1 | 6 | 12 | up | no | |
No errata for {{{name}}} ([[:Category:Errata-{{{name}}}|Create]]) |
Theme Forces
- Template:Secret Masters. In this theme he gains Sacrificial Pawn [Minion Warrior].
- Template:The Bones of Orboros. He can start the game with friendly upkeeps in play in this theme.
- Template:The Devourer's Host
- Template:The Wild Hunt
Thoughts on Krueger2
Krueger2 in a nutshell
Krueger is a strong control warlock. He protects from shooting with windstorm, messes heavies up with Telekinesis and Gallows, changes threat ranges, and generally disrupts the enemy including with a nasty control feat. He's an effective warlock and frustrating to play against, with answers to most threats but suffers a little against colossals/gargantuans. His party-piece is scalpeling out enemy heavies from in their ranks with a mix of Telekinesis and Gallows to defeat the enemy a few at a time.
And messing up the enemy's positioning is always fun!
Maximising his feat and spells
Feat - that's a fairly intense scenario threat, and very good at preventing the enemy hitting back properly.
- Windstorm - is the enemy going to be shooting at you? If so this is an obvious spell to cast, but is no longer nearly as good as it was as they can always shoot 8". It also leaves Krueger open to assassinations as most enemies who start in his control area can reach the 8" mark and thus might be able to shoot him.
- Telekinesis is an amazing spell. On your guys it's an auto-hitting threat extender. On the enemy you need to roll to hit and it either moves them towards you so you can hit them hard, or moves them away to prevent retaliation. More importantly you can turn the enemy round so you both get a to hit bonus and they can't charge you.
- Gallows is your big threat extender even if less reliable than Telekinesis.
- Lightning Storm is Krueger's anti-infantry spell; the small templates it leaves behind stop enemy infantry charging through them - but not yours.
- Rebuke is an excellent spell, again shutting down a melee unit.
Drawbacks & Downsides
- No damage buffs.
- Be afraid of jacks and beasts with guns with a more than 14" range (either natively as in the Defender, via Far Strike as in the case of the Titan Cannoneer or via Snipe or Fire Group) as if you can shoot Krueger he goes down fairly easily.
- You can't push or place Colossals/Gargantuans meaning that he has little to affect enemy Gargossles and can't play threat extender for the WoldWrath.
Tricks & Tips
- On feat turn, use Telekinesis and push a heavy with a long threat range even further back. Getting them essentially 7" back will place many heavies out of the game for a turn
- Don't forget about Krueger's ranged assasination potential. Thanks to flight, he can usually get LOS, boost the first hit, then boost damage afterward. 3 boosted 12's (2 autohitting) can be the end of a squishy caster, or any that have taken a bit of damage.
- The push on his feat is not optional. Factor that in if you planned on charging something.
- Sheltering Hand can protect your infantry from your own lightning storms. And Nemo3.
- Try to get a feel for when you want to go first vs. going second - going second can enable a stronger scenario game, but going first with Krueger in Bones of Orboros lets you get Krueger 18" up the board on turn one (7" deploy, 2" TK, 9" charge), which lets him project a lot of threat with his feat, spells, and battlegroup in subsequent turns.
List Building Advice
Strategy
He slowly takes the enemy apart, scalpeling out key enemy pieces and making sure he engages favorably. If the enemy tries to play around his threat ranges, you can use drags, TKs, and feat to take them apart piecemeal and cheat trades, or get up on scenario (Krueger can easily score 3+ points on feat turn). If they try to ram models down his throat to avoid this, try to remove the forward elements, then feat to prevent effective retaliation.
Krueger is mostly concerned about strong magic denial (think Bestial) which can prevent his shenanigans, and he can have a hard time with bricks/box skew that go beyond his ability to effectively control and/or remove. He's also not a huge fan of spell assassination.
Being a debuff caster, Krueger works well with most things. That said, he has some favourites such as ranged models - if you're feating and telekenisising the enemy back it works best if you shoot and get an extra turn of shooting.
Theme thoughts
He can work well with anything, but especially well with heavy warbeasts and triply well with Woldwardens. So he'll often be in Secret Masters, but can be played competitively in Bones of Orboros as well.
Template:Header
Most of the models here can be taken in other themes as well, but Secret Masters is the only theme where you can take all of them at once.
- Gallows Grove - Offensive spellslinging from a squishy caster should normally be done by channeling.
- Shifting Stones combo extremely well with Telekinesis to put your models where the enemies really didn't anticipate.
- Bog Trog Mist Speaker - do you like assassinating enemy casters? Do those casters like to hide behind clouds or use stealth to stay safe? Here's your answer. A timely guidance on the Fulcrum, a woldwyrd, or Krueger himself can seal the deal on an enemy warcaster that thought they were safe.
- Well of Orboros - +2" of CTRL range are a massive increase letting him cover a significant portion of the board with Wind Storm and his feat. His favourite beasts get Hyper Aggressive and it supplies corpses to his favourite minion solos:
- Death Archons the are heat seeking missiles of mass-destruction who really don't like getting shot at. Krueger fixes this and lets them alpha twice thanks to his feat AND can TK them forward for extra threat range.
- Kogan the Exile - as a melee solo with a static threat range he loves everything Krueger does.
- Malvin & Mayhem - Same as the above two models. TK and Windstorm is about all they need to unleash hell upon enemy infantry and heavies alike.
- Chuck Dogwood - Veteran Leader: Construct is excellent for his Woldwardens, letting them cast TK at MA 7. Few things will say no to Puppet Master as well.
- Blackclad Stoneshaper - They tend to his Woldwardens and make them hit like real heavies in melee. Can be summoned by a Well.
- Blackclad Wayfarer - Essentially Hunters mark on a stick, which is great because Hunter Mark affects Circle models and Minions alike. With Tk this can push threat ranges to silly levels.
- Celestial Fulcrum is the biggest model you can take that you can use telekinesis on. Krueger loves the Veteran Leader benefit and its ability to leach gives Krueger more fury management.
- Boil Master & Spirit Cauldron - An additional Puppet Master and free corpses for your Archons and Kogan.
- Megalith - Take a Woldwarden, dial it up to 11: +1 fury, +1 Magic Ability, +1 MAT, +1 P+S, Weight of Stones, and an animus that can really enable an assassination? Yes, please. And at only 4 more points than a Woldwarden.
- All of the above mentioned Blackclad models and Shifting Stones can be taken here as well.
Battlegroup
- Woldwarden - how does Krueger love the WoldWarden? Let me count the ways. Telekinesis, Gallows, Lightning Storm.
- Storm Raptor - quite a selfish relationship as Krueger2 does very little for the Raptor, but Sky Fire does help Krueger. His feat is able to buy the Storm Raptor an extra turn of shooting, though, and a shooting thunder chicken is a happy thunder chicken.
Other
Trivia
Released in Hordes: Metamorphosis (2009)
Krueger successfully devised and executed a plan to form an alliance of dragons to prevent Toruk from destroying Immoren. He tried to use them to destroy the Legion of Everblight at the same time but failed.
Video Battle Reports
- 2018.12 Tactical Supremacy, vs Kaelyssa1
- 2018.10 Arcane Assist, vs Dr Arkadius
- 2018.05 Deathclock Dave, vs The Child
- Template:VBR
Other Circle models
Rules Clarifications
Template:RC Magical Weapon Template:RC Electrical Damage Template:RC Reload Template:RC Sustained Attack Template:RC Disruption
Template:RC Warlock Template:RC Flight Template:RC Sheltering Hand
Template:RC Gallows Template:RC Lightning Storm Template:RC Rebuke Template:RC Telekinesis Template:RC Windstorm