List Ragnor 1

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Trollbloods Army – 73 / 75 points
[Theme] The Power of Dhunia
(Ragnor 1) Ragnor Skysplitter, The Runemaster [+30]
– Dire Troll Mauler [15] Support => Beatstick
– Earthborn Dire Troll [14] Jammer/Beatstick
– Mountain King [36] Beatstick
– Troll Axer [10] Support => Beatstick
– Trollkin Runebearer [0(5)] Tech/Support
Janissa Stonetide [0(4)] Tech/Support
Lanyssa Ryssyl, Nyss Sorceress [4] Support
Troll Whelps [0(4)] Support/Jammer
Dhunian Knot [6] Support
Krielstone Bearer & Stone Scribes (min) [6] Support
– Stone Scribe Elder [3]
Trollkin Runeshapers [9] Tech/Jammer

https://conflictchamber.com/#c7201b_-0bfL9DiRc60hjq7d4k6Rfp0k0m6n
Experience: Core
The edge: Alpha strike/Brick
Body count: 24 + whelps from whelp shredding
Hp count: 201
Key mechanism: Knockdown, Hunters mark, Rush, Rage, Puppet Master, Bulldoze
Defensive mechanisms: Dig in, Whelps
Melee attack count: 22 + 21 (1 thresher)
Range and magic count: 6 + 3 (Sp 10, AOE 3)
Max threat range melee: 15″
Max TR S/M: 22″
Max P+S: 25 POW: 16
Number of flag scorers: 8 + whelps from whelp shredding
Number of circle scorers: 3
Number of rectangle scorers: 4
Max DEF: 14
Max ARM: 22
Max MAT/RAT/Cast: Mat 6 Rat 5 MA [8] +2 from Deafen
Fury management: 3 + 5 CFC
I feel pRagnor is a little bit underrated. Yes, sure he is not so terrifying in melee and has rather limited fury but he brings great defensive feat, reliable knockdown, shooting mechanism and STR buff.
List focuses on making a good alpha with Earthborn and/or Mountain King. After that we use feat to shield our beasts. In next wave we put mauler and axer.
We use STR buffs to crack armor and use flying rocks to knockdown all sneaky hi DEF buggers.
I find him rather as support caster not a front liner. First turns he focus on animus casting and stone saturation. His offensive spells are rather utilities spells not damage dealers. Hex blast is usefull even as a debuff remover. Shock wave is a great pre charge spell which negates one of the list weaknes which is rather low MAT. Warhead is a good tool for removing infarty models. You can also hit your own models to clip more enemies and even knock them down (we have some steady models).
Runebearer has a specific role. He helps in keeping vital models safe by casting dig in. But if you need a far knock down or hexblast he is a good tool to not put your caster in danger. His magic ability 6 is on the same level as Ragnor fury stat. We have puppet master which helps with accuracy.
Puppet master is one of the main mechanisms of this rooster. You will like to start the turn by casting 3 puppet masters on clue models. Mauler loves this reroll because he prefers to buy additional attacks not buy additional die on attack roll. Puppet master makes this more possible. Knots are rather emergency healing and fury removal. We have whelps for standard fury removal and healing.
Earthborn has a rather standard role to find a place with a good terrain set up. I prefer to place on him STR buff ant the start of the game. He become a decent 17 P+S with a possibility to go up to 21. He is an immunity trap which can absorb big shot or spell with elemental damege type. Under feat with 22 ARM and maybe 14 DEF is quite annoying to remove. Of course he is the magic bullet which can reach up to 15″ charge. So he will put a lot of pressure.
Mauler and Axer are animus holders. We should keep mauler relatively safe. We will need to shield also Axer if threat ranges are simillar to our opponent or there is many terrain pieces which will reduce movement. After the first turn we need to remember that axer can also bring a lot of pain to our enemies.
The key pieces are mauler and mountain king. They hit really hard and can withstand retaliation. They are also Rage animus holders. In trolls this role is huge. Ragnor in the other hand has STR buff which dimish the Rage role.
Mountain King as all our gargantuans has bulldoze. This is a big suprise for our opponents. Sometimes they may block charge lane fot MK with single or few models. Bulldoze is a may be a great suprise and a game winner.
Whelps are our clue healing and fury remover. remember that when they are spawn they can run to other beast for healing. One of main roles of whelps is also blocking charge lanes. Our beast will not go down (in most cases) in a single activation. Offensive whelp may be block next charge for other models. If you want to shield spawning model please remember that in most cases it will be impossible to guard the model from 2″ attacks.
Playing stone is quite simple. On first turns you active Combat Warding (it is a good habit even if your opponent doesn’t have any continuous effects) on turns when you attack you will always want to receive +1STR. Against Cryx spirit chaser is a must have. Digged stone has 16 DEF against range atacks which makes it really hard to remove whitout bypassing dig in. You want to cover with aura as many models as possible but beasts will always come first. Don’t over extend to protect runeshapers.
Rune shapers are great tool for reducing opponent DEF. They have no roll required knock down. Which can set off even from battle wizard (provided by Janisse). They apply some range pressure and can knock down also on range spells. Janissa is a great model which will help unjamming our beasts and even place a hill for additional DEF or shockwavig a second line model.
Lanyssa is used mainly for hunters mark.
Lists has some downsides:
Low Fury stat o caster almost forces his lists to have Gargantuan in his battlegroup. He also wants to use his fury on casting animus or spells which leaves him with low fury. His TR is also really small and lack of pathfinder makes him rather slow caster.
List has a big problem with scoring circles. We have 3 units. 2 of those are support which makes their original play style rather defensive. Runeshapers are great for scoring but this is one unit.
We have 2 unused points.
 
Next planned changes are replacing mauler with brawler. In this way we have a solid beast which will be a monster with a beat back and 23 P+S.

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