Monday, November 30, 2015

Kromac, Champion of the Wurm - List Discussion (part 2)

You may remember from here: Kromac, Champion of Wurm List Discussion (Part 1) that I talked a lot about playing Kromac2 and what his list construction is.  I believe as of the time of this post that I've played 53 games with Kromac2 at 50 points, making him my 2nd most played Warlock ever.  With that in mind I want to share some insights in those games as well as some next steps I'm planning to take and maybe some preliminary discussion of list pairings.



Current List


Here is the variation that I ended up playing most of my games with.  You'll recognize it as being the variation made popular by Will Pagani at WTC (and nearly the same list he played to qualify for the WMW Invitational):

Kromac, Champion of the Wurm
* Ghetorix
* Warpwolf Stalker
* Shadowhorn Satyr
* Gorax
* Druid Wilder
Shifting Stones
* Stone Keeper
Shifting Stones
Druids of Orboros
* Druid Overseer
Lord of the Feast
Alten Ashley

I think that its important that I'm sharing the list that I've played before digging into any insights with it so that I'm framing the discussion properly.  So now, lets look into some of my findings!

Observations


General:


I think that somewhere Will said "Kromac2 can beat any army that is based around living models" and I think as long as I do my best playing him that Will is probably correct.  If the scenario allows for Kromac to brick up, and he can mitigate placement properly with the Druids, his battle group will be DEF 18 or 19 against charges and he can potentially feat to add +2 ARM for everything as well in the right circumstances.  I have played a few variations on this list now, and I find that what is the most important is that he is the anchor to the list.  One of the issues a lot of Circle lists often can have is the problem of if you lose your 1-2 heavies that you're done.  Kromac IS a heavy himself basically.

Some mistakes that I believe that I have made however are when to be more defensive, when to use distance for defense instead of my brick, and when I can afford to play more offense.

Druids of Orboros:


I probably could try to play these better than I do, but they're such a strong piece of the list.  Being able to cause things to suffer -2 to their attack in when they get that close can be amazingly clutch.  Also, with this many beasts, Medicate can definitely come up.  Being able to be immune to the elements definitely is an important feature in a lot of games, and counter magic really amps up how much you can brick up.  Once in a while I get work out of the Devouring on the UA, mostly they exist to help you solidify your defensive position.

I do think there are builds of Kromac that can play without the Druids, but you won't be able to rely on taking DEF nearly so much.  So far, they've definitely been valuable in the list.

Druid Wilder:


With so many beasts, for 2 points, getting a free 2nd Lightning Strike, or once in a while a free 2nd Primal is huge.  She's more important than the Shifting Stones if you ask me.

Lord of the Feast:


I initially played a couple of games with him and was having trouble figuring out how to get his value out of him.  After putting him through a lot more paces, I have come to absolutely love playing this model, especially in this list.  Another source of Terror never hurts, and if played well, through out a game he can definitely do a lot of work.  Trying to get a corpse to boost the Raven seems to be pretty key, as does having the Lightning Strike animus.  I might go more into detail, but the disruption that this guy can cause is definitely valuable to this list.

I am absolutely excited to get more play with this guy.

Alten Ashley:


He can help put an extra d6 of damage on a beast, and he has about the longest gun for picking out a support solo or two.  With this build, I find that this two point slot isn't all that important.  I have enjoyed Alten in this list, but honestly he's a take it or leave it piece for sure.

Blackclad Wayfarer:


I mention this model because its the other piece that I've played in place of Alten.  I think this is acceptable for that 2 point slot as well.  Getting a longer and free charge can definitely be worth it for some of the beasts in this army.  That said, most of the time you're more catching their army in your mitt, so he spends a lot of turns spraying, which is fine too.  Again, can take it or leave it.

Shadowhorn Satyr:


I've long looked for a place to play this guy, so when I saw that Will was playing him in the list I was very excited.  First, even though he doesn't hit that hard, he does have the longest threat range in the list on his own (6" walk + 5" bounding leap + 0.5" melee range = 11.5").  At the end of that movement he can do a pretty potent two-handed throw as well.  Lets me use him in all manner of ways that a lot of time people don't consider.  I probably need to actually be looking more and more to get throws out of him.  In addition, charging him with a Druid Vortex and/or Primal Howl affecting him is a bad time, which makes him a great fit for the list.

Warpwolf Stalker:


If there was ever a model that was probably labelled "essential" it would be this guy.  Reach is always important, he's one of the few models that can easily attack a lot of models.  However, the real reason that he's important is that Lightning Strike is the most important part of this list.  When I had a Rotterhorn in the list, what it was most frequently doing was putting Acceleration on the Druid Wilder so that I could get a 3rd Lightning Strike.  This is the prime target for Awakened Spirit for the most part, certainly in this list.  Lightning Strike is that important.  I would definitely consider bringing a 2nd Warpwolf Stalker depending on how the list changes.

Side Note: I have seen some posts/articles which have theorized that putting Awakened Spirit on a Rotterhorn in the list is the most efficient fury use we can get, because you can get a free Lightning Strike from the Wilder.  That doesn't make sense to me because you can just get one for free by putting it on the Stalker.  I suppose it can let her use Condition twice, but in an army that's as mobile as this I rarely am within 3" of the correct two beasts to benefit from that interaction.

Ghetorix:


He's not necessary, but he is fantastic for the list.  If you don't have him in another list, he's going to be very strong here.  +1 POW and +1 MAT can be very important at times, combined with Unyielding putting him in a place where he benefits a lot more from the feat.  With the feat and Primal you will once in a while be able to trade him WAYYY up on his points too.

Shifting Stones:


An ever present unit for Circle.  You have enough beasts that they're pretty important for fury management, and with how much of a brick you create they're pretty important for being able to get your beasts or Kromac out of their bunker and to do work.  I do think you can have success with just a single unit, but I do think I'll find it hard pressed to start the game with any less than one unit.

Next Steps


Realistically there are a lot of places that I could go from here.  I could just drop Kromac2 altogether, but honestly I've had too much success with him and he's just too much of a blast to do that.  So the next step is to just keep cranking away with the build that I have, but I think at least testing a few ideas, even if I were just to return to this is where I'm at.

The second piece, and I plan to explore these in turn, is that I need to explore my pairings with Kromac2 to see what I think I like the best there as well.  Krueger2 is an always popular warlock, and I could continue to default to him, but while he's usually strong into Legion and Cygnar, his Cryx game is solid, but honestly I think that it could be stronger too.  So I'm planning to cover some thoughts on this in the rest of the blog.

New Lists


Argus Assault:


This list is actually pilfered from a Canadian who recently won a somewhat major tournament up north, and the list looks like a lot of fun!  This list idea is so radically different that I'm not necessarily sure how to evaluate which games it becomes stronger in and which it becomes weaker in, but it looks like a blast to play and I do think it will be fun.  I've made a slight tweak which allows for me to get the Stone Keeper in the list, but its otherwise the same.

Kromac, Champion of the Wurm
* Warpwolf Stalker
* Winter Argus
* Winter Argus
* Argus
* Argus
* Argus
* Argus
* Argus
* Argus Moonhound
* Argus Moonhound
* Gorax
* Gorax
Shifting Stones
* Stone Keeper
Shifting Stones
Tharn Bloodweaver Night Witch
Tharn Bloodweaver Night Witch
Tier 1: +1 FA to Tharn models/units
Tier 2: For each Bloodweaver Unit or Solo a model with Heart Eater gains a corpse token
Tier 3: -1 point on light warbeasts

Advantages here are obviously that for 3 points, a Primal'd Argus hits very hard.  Additionally, Winter Arguses are very tanky, and the Moonhounds are going to help with their sprays and/or applying Paralysis maybe to a model if needs be.  Night Witches provide Kromac with a pair of Corpse Tokens to start the game, which is handy if he wants to throw a Primal Shock out (something that I have rarely done with my current build).  Biggest thing I lose out on here is that I have to get work done with the 2nd heavy being replaced by Arguses, and more than that I lose Druids which changes from being able to make my battlegroup up to DEF 18, that I'm working with only DEF 17 in most cases.  It doesn't have a ton of fury management either, so there is that aspect.

Biggest draw back of this list for me is just that I'm not really going to get a ton of benefit from my previous 50+ games when playing it, I think it will be a brand new experience.  Could really be a pro or a con frankly.

There might be another build similar to this which swaps the Arguses for Griffons.

Storm Raptor:


Kromac, Champion of the Wurm
* Storm Raptor
* Warpwolf Stalker
* Gorax
* Druid Wilder
Druids of Orboros
* Druid Overseer
Shifting Stones
* Stone Keeper
Shifting Stones
Lord of the Feast
Feralgeist

Kromac, Champion of the Wurm
* Storm Raptor
* Storm Raptor
* Gorax
Druids of Orboros
* Druid Overseer
Shifting Stones
* Stone Keeper

The idea with both of these lists is essentially the same, its see how the Storm Raptor will play with Kromac.  They both approach things differently, but essentially my thought is that they benefit from a lot of his abilities.  Awakened Spirit for the free Skyfire which seems quite strong, getting POW 12 electroleaps, plasma nimbus and the gun should be strong in a lot of games.  Carnage is one of the best ways for it to boost its MAT which it definitely could use, the feat is great for it and Primal Howl (and Druids) are making it DEF 16 vs Melee, which can be a pretty big deal for a model like this.  Given that the Storm Raptor doesn't have a release just yet, you can file this one away probably as a future experiment.

Eat Your Heart Out:


Kromac, Champion of the Wurm
* Warpwolf Stalker
* Warpwolf Stalker
* Shadowhorn Satyr
* Gorax
Druids of Orboros
* Druid Overseer
Shifting Stones
* Stone Keeper
Lord of the Feast
Death Wolves

This list has a few different ideas going on.  First, adding in the Death Wolves gives me a lot more viable options into a few more infantry, and I could probably use them to get a little bit of damage on if there aren't viable infantry.  To make the points work I've changed Ghetorix down to a second Warpwolf Stalker, which is another thing that helps Kromac play into a few more infantry.  Its possible that Razorwing Griffon or Scarsfell Griffon has some play here too.  I worry that it makes me less viable into some of the more extreme armor skews, but I do think the Death Wolves could be fantastic with Carnage, auto-hits on the feat, and will help him have presence for more split scenarios too.

Pairing


This is the biggest thing to consider.  Kromac2 can actually play into a LOT more matchups than people think that he can.  A lot of folks don't think he's that viable into Legion, but I think that with his spell list that he can play into it better than most.  I don't think he's our best drop into Lylyth2 really, but he's one of the few who should be able to weather her feat.  However, Cryx is definitely not something that I'm eager to play a small footprint into that wants to get a lot of Corpse tokens.  Wouldn't hurt to have other options into things like Cygnar and Protectorate either.

Krueger the Stormlord


This has been my original pair, I think that it could still remain that build, he's very strong into Legion, Cygnar and Protectorate.  He's been decent into Cryx because I can get a lot of turns of shooting, or sprinting Stalkers and so on.  Its still tough to get the volume of attacks out sometimes quickly against a good Cryx opponent.

Krueger the Stormwrath


Old stand-by for playing into Cryx.  This is the guy who can produce an absolutely amazing number of damage rolls for Cryx to have to deal with.  The Tharn Bloodweaver Night Witch really changes a lot of his game around in my opinion because of the sheer number of guys that the Night Witch and the Bloodweavers unit can chew through.  Add in the feat, Chain Lightning and Skyborne to the mix and there are some good plays into Cryx here.  I think that I can play the list into Legion if I need/want to as well since Krueger can stay back farther and Bloodweavers can do a number on Legion beasts.  Since Cygnar is usually not the lightning-immune variety too, so that's an option.

Kromac the Ravenous


One of Circle's oldest answers to the Cryx problem.  Bestial can shut down a LOT of things that people aren't used to having to play around.  He can also bring 3 heavies which can deal with a lot of infantry.  Problem is that in general this basically solidifies that I'll need to play Kromac2 into Harbinger and Legion.  He can also require a very tight game of hit and run in order to make it through all of the game.

Cassius the Oathkeeper


I have put this guy through a LOT of reps, he can be absolutely amazing into Cryx largely due to Hellmouth being so strong.  Druids can help shore up a lot of the matchups where debuffs might be happening.  I've definitely been investigating the potential for Croak Raiders here which are strong into a lot of games where I need to deal with more higher ARM stuff, the most interesting aspect being Bradigus probably.  I also have some ideas that involve Bloodtrackers, Wolf Riders and Efaarit Scouts, all of which can be strong into Cryx, and probably a few other things as well.

Morvahna the Autumnblade


So, she can be one of the best answers to Lylyth2 out there, and a lot of other Legion as well.  Can play a pretty strong game against Cygnar and Cryx as well.  Major weaknesses being Protectorate, and really anything with strong upkeep removal.  She can also play very slowly, which historically hasn't been a strong point for me.

Morvahna the Dawnshadow


So, she's not the greatest Cryx drop ever, and I think I'd need to be careful about how I approach her list if I want it to really be strong there.  Historically the ONE thing that I would need to pair her with was a Cryx drop, so her with Kromac2 becomes problematic.  That said, she definitely can cover a lot of the other things.  She can definitely be very strong into Legion, Cygnar she does ok as long as its not a double Stormwall build, and she's generally fantastic into Protectorate as well.  Most of how I played her the first time around was with the Woldwrath, Reeves and Skinwalkers.  I really want to keep playing Reeves with her, but not sure how else I may choose to explore her, or return to that old standby if I explore her.  She's also very strong as a 3rd list for Iron Gauntlet which is coming in late March for Adepticon.

Bradigus Thorle the Runecarver


He can be played into Cryx, and definitely is not the list that most Legion or Protectorate want to play into.  That said, he's not actually that great of a Cryx answer either because there is a proliferation of people who are playing Skarre1 these days, and if they play it right or I screw up even a little I think that I can be in trouble.

Baldur the Stonecleaver


The darkhorse in all of this, mostly I've been considering him because he too feels pretty strong with Croak Raiders, and some Witch Doctors.  No Knockdown can be fantastic for them when they Tough, especially since they'll put Continuous Corrosion on whatever hits them in melee if they do Tough.  He can play decently into Legion I think, as well as a lot of other things.  I'd often considered trying out his old theme force too just to see if its scenario presence is still there.  He has one of the few feats that can affect things like colossals.  Still though, not 100% that this is where I'm going to look, but figured I'd mention it

The Rest


There might still be a solid answer in the rest.  I do think that Grayle can sometimes be much more interesting on the table than he's given credit for, Stealth for the army and himself can be strong.  Storm Rager is a surprisingly good spell, but the rest makes it tough for sure.  Mohsar has been considered, but I'm not sure that I feel great about Pillars as an answer with an uptick in all of the typed damage.  Either Kaya has strengths, but they tend not to be against Cryx, I suppose a Kaya1 list with Moonhounds and a lot of sprays could be interesting.  Kaya2 I think if I wanted an off list I might start exploring Soothe the Savage Beast, but that's a lot of Bloodpack to get painted in what isn't a long time.

Wrap-up


I don't think that this will be my last blog about Kromac2.  He's too fun to play and there are too many more things to explore with him.  Hell, I'm not even sure there is a combination with him and a living battlegroup that goes "wrong" either.  Hoping to report my findings with some of these pairings as well as the other list ideas that I have with him.

Sunday, November 8, 2015

Review: Devastation

I did this for Reckoning, but personally I think that Devastation is more interesting especially since it includes the faction I play! Here's my break down of the latest anthology from Privateer Press.Trollbloods

Trollbloods


Hoarluk Doomshaper, Dire Prophet


There is no doubt about it, we're going to be seeing a lot of this guy on the table. The "mini-feats" that the scroll bearer brings are definitely solid much of the time, and is only the tip of this ice berg. The biggest deal about him is that his feat makes Trolls in his battlegroup basically invulnerable for a turn, especially considering his no-move and no-knockdown spell. Given how hard Trolls can hit and how much work they can do with their beasts, this is a very good caster. I think that the internet is probably a bit too high on him at the moment, but I do think that he's bringing a solid option to the table for Trollbloods.

Glacier King


Trollbloods players have continued to be down on the Mountain King, but in this 2nd round of Gargantuans, I think they did get a quality piece.  Windthrower is a fantastic gun, with ROF 3, RNG 12 POW 14 and Thunderbolt there's definitely a lot to do there.  Add in its animus which the 3" distance on its effect rather than 2" is huge.  It brings a lot of utility for Trollbloods and brings the point cost down.  Lets not forget that it will make you stationary on its first hit in melee too.  I'm expecting to see plenty of this guy.

Pyg Bushwacker Officer & Mortar


There are certainly some things going on with this unit attachment.  Combined Arms is one of the strongest abilities to give to a CRA unit as it will do a lot to normalize your accuracy and make sure that you're closer to the middle of that curve with your rolls like you want to be.  Camoflage is never a bad deal either, especially with the new synergy with the Glacier King.  Slip Away feels like it will be a situational sort of thing, but when it comes up I suspect that it will be a pretty big deal.  What I may like the most is the inclusion of the Morter.  First, it ensures that the unit gets a gun on every model they have.  Also, more accuracy due to Range Finder, and it can still be CRA'd with from the rest of the unit and starts at +2 more POW.  Arcing Fire makes it great for picking out pesky models hiding behind them.  I'm thinking that this release does make it compelling to try out this unit again, but I don't have high hopes for seeing too much of that out of most Trollbloods players.

Dhunian Knot


In any other faction I would say that this unit is utterly broken.  Having access to 3 Puppet Masters for 3 points is amazing.  The only balancing factor here is that Trolls already have so much support that these guys probably have to replace something else or face the typical Trollbloods problem of too much support and not enough work.  There will certainly be many lists these make the most sense to have in there, and there will be plenty where they aren't needed as well, terrific new release for Trollbloods.

Circle Orboros


Kromac, Champion of the Wurm


I've obviously discussed a lot of what I enjoy about Kromac2 already in my other blog here: Kromac2 List Discussion, but the more and more that I play him, the more that I think I can play him into, especially depending on how he's built.  For a warlock who at first blush seems to be extremely simple and straight-forward he actually has a lot of depth of what he does.  Absolutely a fantastic addition to the faction and I look forward to a lot more exploration here!

Storm Raptor


Unlike a lot of people I am very excited to try this model out whenever it finally gets released! Brings a really solid gun, at RAT 6 which is pretty unusual, and frankly between the leaps that gun gets, the electroleaps his melee attack gets and Plasma Nimbus I'm not aware of another model that can put out as many attack rolls in only one package.  The downsides here are that its MAT 5, which means he's going to need someone who can bring a MAT fixer and probably you're going to want Primal to come along a lot of the time too.  I'm less concerned about the defensive profile, because at DEF 12 and ARM 18 its not obviously the best profile, BUT it still does have 46 boxes and with Circle's ability to bump up DEF (Forced Evolution, Vortex, Primal Howl, and Rock Wall) there is definitely something to the idea that it can be more survivable than it initially seems.

Something that I think is good to address here because I hear it with basically all the gargantuans, but the concept that "I don't think its going to be better than 2 heavies" I think is non-sense.  The two are so different that the comparison is almost irrelevant.  In Circle it seems pretty clear that they're not willing to give us guns this good without them costing a lot of points, and I don't necessarily know why, but this is the situation that we're in.

I also have a lot of faith that this model is going to look absolutely gorgeous, and I can't wait to see what it looks like when Griffon's Roost Painting gets done with the model!

Blackclad Mist Riders


Biggest surprise in the book for me! I really like the flavor of these guys, and I really enjoy the utility that they might bring to the table.  Pretty good survivability with Camouflage and easy access to turning it on with Blizzard.  They can do some work against a variety of targets, on a good turn potentially generating 3 attacks each (charge, mount, and spell).  Light cavalry is almost always just better to have than the normal cavalry rules.  With all of this in mind, I'm not entirely sure yet who I think they guys want to be played with, but I'll definitely be trying to see what I can do with them!

Tharn Bloodweaver Night Witch


This is a fantastic two point solo for Circle! Grievous Wounds and Killing Spree are fantastic, so is having a pair of initials and a way to boost.  Definitely have to be careful with those boosts so that you don't kill the model, but they are at least there. I'm excited to see what this model does with a few of our warlocks.  I'm additionally excited to see what they can do with giving the Bloodweavers Killing Spree seems like its pretty intriguing as well!

Skorne


Zaal, Ancestral Advocate


Skorne players are in a pretty mopey place if you read any forums right now, and I'm not sure that they need to be.  Zaal2 does a fantastic amount of stuff for Immortals in my opinion, and they were already a unit that I think needed to get more play honestly.  Skorne also has access to some solid infantry that is very cheap (3 different options for 4/6 units to start with).  The key to him is going to be fiddling with a list to get the right balance of things, working out the right turn to feat, and then getting the most out of Transference.  Always be on the look out for your opponent getting a little bit too close too and then roast him with 15 fury worth of Sunder Spirit.

Desert Hydra


Are 6" sprays long enough is the big question here for me. With someone like Hexeris2 or another Skorne warlock that can assist in improving his RAT 5 there is going to be a lot of destruction. His hit points and defensive profile are certainly nothing to write home about, but if he lives, with regeneration and snacking he should actually be able to retaliate pretty reliably. Also, like any good Skorne piece, if it gets into melee it'll hit like a truck.

Extoller Advocate


This is a fun UA for the Immortals and I think will prove to be strong when it starts to hit the table! Helping to increase hitting power, as well as mitigating terrain in some cases, and so on is pretty strong.  Still brings some of the strong parts of being an Extoller some times too.  This has been known for some time, but I don't think you'll see a list with only one unit of Immortals played without this guy too often any more.

Legends of Halaak


The final Hordes faction to get their 3-man character unit, and here is Skornes.  Four points is a fantastic price point, and they hit pretty hard for those points.  We're not quite to the Great Bears with their damage output, but they will hit pretty hard and they have access to damage buffs and defensive buffs in Skorne as well.  They don't do anything super fascinating, but they are definitely a quality 4-point unit to throw in a list I think.

Legion of Everblight


Saeryn & Rhyas, Talons of Everblight


The Twins. Honestly, I look at them and realize that there is a TON going on here, and I don't think that evaluating them from reading their card entries is ever really going to tell the whole story.  Having 2 full-on Warlocks is kind of amazing to me conceptually, but I think that also means that they might break your brain.  I think if someone wants to try to carve out a niche in this faction, that putting about 100 games with this pair under your belt is going to go a LONG ways!  Neither model has too terribly amazing of spells, nor is the feat all that spectacular when you read it.  Knowing exactly how to play this duo though I think could be a nightmare for your opponent.

Blightbringer


If Privateer's goal was to create a strong Gargantuan that could provide support throughout the game, and close it out well at the end, this is absolutely their success.  The blight-effects that they have are definitely great a force multiplication for Legion, and do a lot to get more of their infantry on the table potentially.  I absolutely expect to see a lot of this gargantuan on the table in the coming year.

Grotesque Banshees


This is a new take on the Grotesque unit and I think for 5/8 that its definitely interesting to get a unit on the table that is going to be tough to kill at range, but can still get into the mix and put down a lot of sprays.  At RAT 5 its not all that exciting, but they are immune to blasts and POW 13 sprays are really good.  I'm not sure in Legion, where no one ever wants to play a lot of infantry, that there will be a ton here to see, but I do think its a good release for them, and certainly heralds that a plastic box with these and the originals is coming down the pipe soon.

Grotesque Assassin


Non-character solo, has a couple of initials, Sprint and buffs the Grotesque's Units.  I think it does a decent job of that, having a couple of melee attacks that are good, along with Sprint, Flight and SPD 7 I think its actually pretty strong.  Giving Stealth to those other units is likely to help you out too.  I don't know that I expect to see a lot more of this guy over Deathstalkers, but I do think its viable.

Minions


Battle Boar


I said this months ago when this book was just being announced, which was that Minions hopefully weren't getting a warlock, but were instead getting good releases. This was one of those steps in that right direction, only 4 points and bringing Rabid to the table for Farrow is fantastic. There really isn't a compelling reason NOT to play this guy in that faction, especially paired up with this next guy...

Splater Boar


This release is amazing for Thornfall. This is the closest to invalidating a model I have ever seen from Privateer, because he's almost certainly going to replace the Gun Boar for probably everything but the Dr Arkadius theme force. Having alchemical mask is great feature because it lets him ignore so many things when shooting. On top of that getting Acid Touch for immunity from Corrosion (corner case) and +2 damage in melee for target (amazing) is a fantastic addition to this faction!

Blindwalker


Heavy warbeasts in the 7-point range are definitely an oddity in the game in general, and this one is basically no different. Shield Guard on an ARM 20 beast is always going to be valuable, and the potential to be an arcnode is interesting, but at the moment there aren't too many spells that most Blindwater players are looking to channel.  As is normally the case for this low-cost, it has a pretty low POW for a heavy.  Not the most compelling release for Blindwater, but seems like its niche might be something that a few lists will like to have.

Croak Raiders


There is a reason that everyone is talking about this unit right now.  Every time I read this unit its just a little bit better.  Almost every number on these guy's card you kind of expect, if you've ever read an entry for Minions, to be about 1 less than it is.  Every rule on their card is fantastic.  Being able to apply Oil to models to set them up for more boosted fire damage rolls is phenomenal.  If you play Minions these guys definitely give you a good reason to dust off Calaban or Barnabus certainly.

These guys are definitely completely solid outside of Minions though, which is what is so exciting about them.  I'd say they benefit Circle perhaps the least as they have only a single Fire attack right now (Celestial Fulcrum has a fire attack), but they're still a pretty well costed unit that could fit well with any of our Warlocks that don't care about faction models too terribly much.  They turn a LOT of attacks in Legion on since all of their beasts pretty much have ranged attacks that are fire based.  Skorne I think with the Incindiarii benefit quite a bit from this unit as well, especially since they have the Task Master who is already phenomenal with all the Minions in the game.  Trollbloods can do a decent amount with them with the couple of fire attacks that they have too.

I expect to only see more of this unit, not less.

Farrow Brigand Warlord


There is a lot going with this 3 point package.  Yes, yes "he's too many points" or "Brigands are terrible".  I'm not expecting him to change things around so that there are Brigands in non-Farrow lists.  I don't know that I especially expect him to change what lists want Brigands in them even in Farrow.  That said, for 3 points you do get a lot.  Starting with him you get the option of 2 RNG 10 POW 12 attacks, that you could also use in melee due to Gunfighter (but you can't use them AND the Axe which is important to notice).  MAT 7 RAT 6 is great, and DEF 12 ARM 16 with 5 wounds definitely helps him stick around better than his Farrow friends.  He's also going to provide the unit with Gang, Prowl, and Reform which are all fantastic abilities, definitely propping the unit up quite a bit more than people think.

I do want to address some of the complaints, but Reform is STILL a great ability.  "But, but, you can't maintain Dig In if you Reform!" Mweh. Yes, this is the case.  Something you'll see with Privateer (that I hope continues) is that they're placing a higher priority on having to actually make tactical decisions, rather than just having stuff always be obvious (Croak Raiders however are NOT an example of this).  You won't use Reform every turn.  You won't Dig In every turn.  Learning which is the key.  I see this guy being included in lists with Lord Carver at the moment, and I think that's a good place for people to start with his model.

Gremlin Swarm


Definitely an odd ball.  I've gone back and forth on this model, having Stealth and Incorporeal is certainly something that is to be noted.  With Apparition they can essentially "advance" 8" or run 14", which gives them a variety of things that they can do to position.  Clearly they would be stronger if more people played more warjacks, but its still probably the best piece I can think of for holding a zone.  Fun model for sure, doubtful that they'll make a big splash on the game though.

Lynus Wesselbaum & Edrea Lloryrr


This unit makes me pretty happy to see because its starting to give Hordes a few more options to start competing with the sheer number of Mercenary options available to most of Warmachine.  Giving any model a boost to hit that it wouldn't normally get can be an amazing change to a game.  They also have ranged attacks, Edrea ignores Stealth, and they have ways to stay safe.

Hutchuck, Ogrun Bounty Hunter


A very exciting release for Hordes! One of the things that often prevents me in Circle from bringing more infantry to the table is just a massive lack in assistance on ARM mitigation for a big target. This isn't going to help against living things, but most of them are already more manageable much of the time. Add to that his knockdown option and his Brain Damage option, along with hitting pretty hard himself, and you can add all of that up to a really solid Minion option to bring along to the fray.