Hoarluk Doomshaper, Rage of Dhunia (Hoarluk2)
- Axer (6)
- Mulg the Ancient (12)
- Pyre Troll (5)
- Rök (11)
4 Krielstone + UA (4)
2 Swamp Gobbers (1)
5 Whelps (2)
This gives the list a bit more defense. ARM 21 Mulg is way harder to kill at range than ARM 19 Mulg, and the Gobber cloud helps a lot with keeping Hoarluk safe. I think that the list is still just as punchy, since I get access to Primal, and Rök is completely bananas with Goad and Berserk. That is, you can kill something, then Goad, and then take the free Berserk attack. So with Wild Aggression you can get just about an infinite number of attacks while wading through an infantry unit.
- Axer (6)
- Mulg the Ancient (12)
- Pyre Troll (5)
- Rök (11)
4 Krielstone + UA (4)
2 Swamp Gobbers (1)
5 Whelps (2)
This gives the list a bit more defense. ARM 21 Mulg is way harder to kill at range than ARM 19 Mulg, and the Gobber cloud helps a lot with keeping Hoarluk safe. I think that the list is still just as punchy, since I get access to Primal, and Rök is completely bananas with Goad and Berserk. That is, you can kill something, then Goad, and then take the free Berserk attack. So with Wild Aggression you can get just about an infinite number of attacks while wading through an infantry unit.
Update
I have had the chance to play some games with this list now, and it works very well. Two very dangerous heavies that can one-round pretty much anything, and with Rök I also have excellent infantry removal... I got 9 infantry models and a light jack using Rök in a single turn.
I have also found the Axer to be key. Without it, after the feat turn, I have serious problems with terrain and threat ranges. So I guess my preferred order to lose the beasts is Pyre, Rök, Axer, Mulg.
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