Thornwood league battle diary game 1

I am going to try and be more diligent in writing up quick recap/reports.  We have been doing a lot of timed games (almost exclusively in fact) so I am not great about remembering to take pictures.  I will add them when I have them, otherwise I will try and keep it simple enough.

Played an unorthodox Grim list against Dave’s Durgen Rhulic list in 35 point game to kick off the league.  Basically I had just built the Sons of Bragg and felt like playing them.  The Skinner has been fun so he is in too.  Dave was also trying out some new stuff so it looked to be an interesting match.

Grim
Earthborn Dire Troll
Bomber
Impaler
Scouts
Skinner
Sons of Bragg
Fell Caller Hero

vs

Durgen
Ghordson Basher
Gunner or Blaster (don’t remember for sure which one)
Brun Cragback
Herne and Jonne
10 Forgeguard
5 Ogrun Assault Corps
Thor Steinhammer

We rolled up the Close Quarters scenario and I won the roll and chose to go second.  First turn the rhulic forces all advanced with the basher getting red line cast on it, the trolls advanced a bit more cautiously with the scouts and skinner swinging wide.  Grim put cross country on the Sons of Bragg, far strike on himself, boosted damage and one-shotted one of the assault corps and put girded up (always a good idea when facing Durgen).  This left me at 0 fury but I was okay with it on turn 1 against this rhulic force.  The impaler put farstrike on the bomber and advanced, the bomber killed a second Ogrun after an advance and the EBDT advanced up in front of Grim but out of charge range of anything.

In response Durgen upkept Red Line and put primed on the forge guard.  They charged and the first one was a bit out of charge range so the rest just ran as far as they could.  My cautious advance ensured that only a single scout was tied up in reach range.  Unfortunately for Dave he activated them a little too early and they jammed up the rest of his turn.  Herne (or Jonne) did manage to kill Wrathar and I failed the 4+ tough.

My turn the scouts mostly aimed and threw their tomahawks causing the forge guard to explode.  The fell caller sprayed and killed a couple (including the one that had engaged a scout) as did Tor with his spray.  When all was said and done there were only 3 forge guard left and they failed their morale check.  The bomber also killed Thor who had moved up to repair the 3 damage the basher took from Red Line. The EBDT moved out of line with Grim to get within 2″ of a forest for the following turn EBDT cannon ball act.

I was still mostly out of range this turn though most of the army focused on the EBDT and by the time the basher slammed the EBDT 8″(!) through the remaining 2 sons of bragg, though both made the 4+ tough The EBDT was fairly wounded.  The EBDT died to a 17 on the dice but I thought I had a pretty good shot at the assassination this turn.  Also due to shooting the Impaler lost his spirit and the EBDT took ~12 but to different spirals so no loss of aspect.

Durgen was directly behind one of the ogryn assault corp but at the extreme range.  I considered trying to slam with the impaler but I hate relying on crit so what I did instead was used Grim to heal 1 off the spirit on the Impaler in case he was necessary, put far strike on the bomber, feated, advanced and shot the knockdown gun at the assault corp and knocked him down to clear the lane for the bomber and impaler (if necessary).  Then cast lock the target and got a good damage roll and put some on him.  Durgen was now locked and under feat so it was looking, er, Grim for him.  The bomber advanced, boosted the hit roll, got him and had a pretty good roll for damage and put him down.

It was a good game for the Trollbloods and not so good for the Rhulic forces.  Dave made a couple of early errors which I pounced on and really punished him.  It was a fun game and a win for the first game of the league.

Week 5 trollblood model

The astute will notice I didn’t post a new model last week – I spent it building a ton of new models rather than painting and  I am okay with that – I was able to get some hobbying done and will paint up a couple of models in the next week or so but I am super glad to have finally gotten some champions and another fell caller built for my madrak brick list.

Image

 

Battle Journal and update

Was able to get in a few Gnarl league games over the past week or so and just haven’t had time to update this – all games were scenario and SR2012 are marked as such. SR2012 are done with appropriate time restrictions though we tend to be a bit more relaxed about extensions.

I read someone else on one of the posts was talking about a quick journal of their games – I am going to try that rather than the lengthy batreps I typically do, just since my time is so limited. I am only going back a week or so because any more than that gets a bit foggy for me.

I have been sticking with the same list for a while just to kind of stabilize the focus and experience I get from playing them. The 35 point list for all games was:

Grissel Bloodsong, Marshal of the Kriels +6 points
* Earthborn Dire Troll 10 points
* Swamp Troll 4 points
* Troll Axer 6 points

Fell Caller Hero 3 points
Janissa Stonetide 3 points
10 Pyg Burrowers 6 points
Stone Scribe Chronicler 2 points
6 Trollkin Scattergunners 5 points
* Scattergunner Officer & Standard 2 points

For 25 points I just basically used what was on the table with a few cuts and adding an impaler. This list is FAR from finished and far from good, really, but it was against a new player on league night so I didn’t really care too much about making a super competitive list.

Grissel Bloodsong, Marshal of the Kriels +6 points
* Earthborn Dire Troll 10 points
* Troll Axer 6 points
* Troll Impaler 5 points

Janissa Stonetide 3 points
6 Trollkin Scattergunners 5 points
* Scattergunner Officer & Standard 2 points

SR2012 35 point eGrissel vs. eStryker – Win by assassination. eStryker was forced to try an an assassination run since I was up on scenario points. He beat the snot out of eGrissel, but she had 3 fury and an undamaged Swamp Troll. At the end of the run, Swampy was dead and she had taken 6 points of splash damage. She was then able to put Stryker down. Big lesson learned this time is that even when you think Stryker has a long attack range, you are probably underestimating it.

SR2012 35 point eGrissel vs. eStryker – Win by assassination. eStryker was playing a bit more cagey this game. I had an EBDT charge an arcane shielded Stormclad but didn’t really do much. A force to stand burned a fury and I think that was the big deal. I should probably have waited a trn. I put good money after bad and charged in with the axer who did nothing. Grissel popped feat eStryker was feeling plucky so did just 1d6 overboost and took 3 for only 2 strength which my feat had basically negated. Stryker was unable to finish the deal so the Stormclad returned the earthborne to the dirt from whence he came and turned on the axer, knocking out his spirit. Fell caller hit Grissel with warcry. Janissa advanced and slid the Stormclad out of the way, Grissel healed the axer’s spirit just in case before charging. She got Stryker down to 1 or 2 and the axer had to finish up for her (which he did). The big learning point here was that Stryker should go big or go home when overboosting.

SR2012 35 point eGrissel vs. Rahn – Win by assassination. Janissa’s wall was instrumental in thwarting push/pull shenanigans. Rahn was very hurt by turn 2 dash burrowers ignoring free strikes but not killed. Inhositable Ground is very good against Ret. This forced Shawn to play prett defensively with him and I was able to clear out the sentinels. EBDT jammed on a bunch of sentinels and the combination of Grissel’s feat and a nearby wall let him survive the non-charge retaliation. In the end it was dashed, buffed dygmies that gave Rahn something else to brood about. This was Shawn’s first time seeing the dygmies and I don’t expect them to be so effective next time around with him.

35 point eGrissel vs. eButcher tier – Loss on scenario. So many doomreavers… I had a couple of hot run on tough rolls and inhospitable ground really earned its keep – the crescendo template was also really good. The dygmies went for a turn 2 assassination run on eButcher but had crap rolls with the guns and couldn’t hit or get through armor. The scenario we were playing had the reinforcements artifice which we chose not to use but I could really have used something coming in from the side to contest a zone. As it was, going first still didn’t get me up close enough and then with all those AD doomreavers running into it pretty much sealed the deal. This game has me looking back at the krielstone instead of swampy – on feat turn my axer might have weathered the doom reavers he was engaged with and contesting the zone and the same with the EBDT.

25 point eGrissel vs. pDenny – Win on assassination. This was an interesting one because I have neither played nor written up any 25 point lists before. I decided to mostly just shuffle points down out of my usual 35 point list and that didn’t go well. I basically ended up running my scattergunners like kriel warriors. I ended up winning after the axer frenzied which killed the arc nodel tying up both him and the EBDT. The impaler put his animus on himself and advanced and crit slammed a model through denny which knocked her down and the EBDT was rushed by Grissel and went over and finished the job thanks to an unexpected 4 extra inches of movement. It was my first time facing Darraghe Wrathe and his light cav so it was fun.

I also had to get in two team games for the league in order to get the patch. Since I am the only Minions player I went ahead and did that for the official team up with Shawn’s Retribution of Scyrah which technically violates the year of the Trollblood but I am okay with it since it was 2 one off games for the league. The list I took for both games was:

Sturm and Drang
2x War Hogs
Targ
4 Bone Grinders

Shawn brought a Rahn list and we faced off against pGaspy and Kara Sloan. Rahn did what Rahn does and pulled Kara’s light jack across the table on turn 1 and then smashed it with the Phoenix, the Cygnar player ended up mostly sparring with Shawn until the last turn of the game when Kara popped feat and should have blown Sturm and Drang off the table save for a couple of horrible rolls. Gaspy swarmed the center of the table with infantry. Drang then goaded the two warhogs in an impressive display of goading violence killed the necrotech, most of the mech thralls and even a couple of Satyxis Raiders. I lost one of the warhogs but the other was able to clear the middle of the table on one side as the Phoenix cleared Kara’s infantry leaving us in control of the center of the table and the win. We did rush the end a bit so we could get in the second league game.

For this game I found myself teamed up with the Gaspy player (the limited factions in our league allow a few leniancies on pairing) again Ryan’s pStyker list with a battle engine and the Denny player from before with basically the same list just pared down to fit in. This game was very rushed, but the combo of Denny’s feat and the Cygnar shooting killed one war hog and basically neutralyzed the other. We ran out of time because the game store was closing and it ended in a draw. While it wasn’t hopeless the other side definitely had the advantage.

Year of the Trollblood – Madrak1 WIP

So, continuing with my year of the Trollblood I have decided that since I have an axer and impaler done, I may as well take a short detour from my Jarl tourney list and finish painting up the troll battlebox.

Here are some wips of Maddie. I am doing one model per week this year and trying to limit it to getting a single model painted up in a night, but after talking with a few friends I have extended that on character models.

I had really hoped to have him finished in just a night or two, but it is going to take 3 – but I blame part of that on 2 sick babies… I have yet to master painting and rocking a crying child at the same time. Perhaps my epic incarnation will be able to do it.

Enough blathering, here’s the pics.

Trolling the new journeyman league

The slow grow league at Aero Hobbies in Santa Monica has begun. It is a super slow-mo-grow league which is basically following the Journeyman format except rather than over 6 weeks it is over 6 months. Also, custom battleboxes are allowed since a pretty heavy majority of the players are “vets”. The choice of battlebox is important because you must use those models in the following months kind of as the core of your force.

I decided to go with Jarl because I like the image of a trollkin highwayman. I can’t help but think of Rob Roy and thus my Jarl speaks like Liam Neeson in my head. Also, in a game of inches movement shenanigans are gold and 3 of his 4 spells are movement buffs. I’m going to be writing more on him soon but suffice it to say that I like him.

By God, you have a style to you! I like that!

By God, you have a style to you! I like that!

Since Jarl’s main weapons are ranged attacks it only makes sense to bring along everyone’s favorite animus, er, light warbeast the Impaler. His snipe buff is huge with withe 12″ range on Jarl’s guns. It allows him to aim at targets up to 16″ away for a couple of boostable pow 12s. The Impaler himself isn’t too shabby in the support role – he can take a punch for the team when the enemy gets close enough that the animus isn’t as important and his short ranged throwing attack has crit knockdown and while you can’t count on it, it is a pleasant surprise when it happens.

Rounding out the force I wanted a beatstick that would work well with Jarl’s hit and run play style. The eathborn dire troll fits the bill nicely. He has a decent speed buff of his own which combined with some of Jarl’s spells can give a truly frightening threat range. His adaptation ability combined with a ridiculous 5 fury enable him to hold his own in these battlebox games as most of the other warjacks and beasts people take have pretty solid POW on their weapons.

So basically the theory behind the list is to take little bites out of the enemy with Jarl at range while keeping back out of range and then when the enemy gets too close to go full monkey on them.

A surprising turn of events

So, as the Emerald Knights Comics journeyman league winds down the Aero Hobbies slow grow league starts up. Unfortunately since November is also nanowrimo I am not going to do much gaming this month as I furious write. Also, one of my little ones has a double ear infection and the other is trying to catch up with one of her own. So that means I will be lucky to get in any more games at EK. It was a good league, and a whole lot of fun. I am looking forward to playing at tourneys and campaigns there more in the future as PG Dave sets them up.

Anyway, the point of this post is not what has passed, but what is coming up. I had planned on doing Khador for the Aero campaign (I have a ton of it sitting in my closet) but a conversation with Ryan changed all that. He mentioned wanting to dump his trolls and go in with Everblight. I have some Everblight sitting around and have been interested in trolls since the game came out, but Ryan “claimed” them. In my immediate gaming group we have an unspoken rule that if someone has an army, it is theirs and nobody else can move in on it. So I have bided my time seriously since the release of the original Hordes game. I read their initial fluff and just fell in love the background. I have a soft spot in my heart for the downtrodden but noble warriors. Throw in a bit of Celtic and Native American influence (both of which are in my family line) and you have something that would really appeal to me. Add in the ability to take a solid punch and get back up for more, and, well it is like they were custom made for me. Then I had to stop because, well, I would have gotten a bit covetous. Sad to say, but that is just my way.

Now, after many long years, I saw my opportunity and took it with both hands! So after the above rambling it should be no surprise that I am now going to be doing Trolls for Aero and this blog will follow up me painting/playing games with them.

Not only that, but I am taking a cue from Shawn and am declaring this the year of the Troll. I am going to try and overcome my debilitating Faction ADHD and stick to just Trolls for this year. There will still be some other topicss posted in this blog, for instance, I am going to finish my “Thoughts On…” series on the Thornfall Alliance before moving on to Trolls and the weekly fiction callouts will continue to just be on whatever I want.

Thoughts on… gun boars

We was just about to call a halt for the night when the wagon in front of me shattered into a mess of broken wood and screaming horses. The brigands came at us from the rough scrub bordering the road to the West. The sun was so bright behind them that we couldn’t make them out at first. Then there was another explosion at the back of the caravan. It was then I saw two of those beasts standing almost twice as tall as the biggest farrow I had ever seen. They had cannons strapped to their back and as I watched they fired again, this time in unison. I broke and ran, but the damn explosions and all that screaming haunt me to this day.

Ah, the gun boar. The oft-maligned light warbeast choice for the Thornfall Alliance. He is 3 points cheaper than the war hog (2 in an Arkadius theme list) and I think that is where much of this comes from. It is hard to compare him to the war hog and think, for only 2-3 more points I can have that?!?

So, for the purposes of this writeup we are going to ignore that fact. Instead of looking at what he isn’t, we will look at what he is. He starts off with a decent speed but as a light warbeast his stats are all pretty mediocre across the board up until you come to his armor rating. It comes in pretty high – almost as high as heavies in other factions. When you consider the Carver’s spell Batten Down the Hatches it actually pulls him up to Khador level armor, which is no joke.

Okay, so we know he can take a punch so let’s take a look at how he deals it back out. He has a big gun (seriously, that is what it is called). It is a decent range, ROF 1, 3″ AOE with a pow 13 (making blast damage that critical 7). People tend to underestimate the value of this gun. Do I wish it were a better in any of the categories? Of course I do, but it’s not that bad and does give you a way to deal with annoying high def models and it is boostable.

In addition to this gun he also has 2 open fists. I am not 100% sure on this, but I would be willing to bet that the P+S is among the lowest on warbeasts in the game. As open fists you have the full range of power attacks available but as a light warbeast it can’t throw or headbutt anything on a larger base. His speed (especially buffed) does enable you to get off some nice slams from time to time, though.

He does have the special rule “Bacon” which means that if he is killed, each warbeast in b2b with him heals d3 wounds. Note that “friendly” is not specified anywhere in the description so if your opponent goes all the way to base to base, they will heal too, so it is something to be aware of if you are facing them. You might want to go all the way in, rather than just stopping at melee range and support beasts base to base will also heal, so if you are running two together, may as well have them touching bases.

Finally, his animus – counterblast. The first downside of this animus is that it is a self only animus, meaning that the bonegrinders won’t be able to harvest it. Just as a fluff aside here, it is pretty annoying that we have a unit that lets us use a dead beasts animus, and then half of our animi have a range of self. This is a bit of a digression, though.

This is actually a pretty decent animus however his low command and the fact that it takes 2/3 of his fury means you won’t use it on him very often. It is a really interesting addition to the warlocks, though. Dr Arkadius can use mind control serum and if you get off a hit you can place the attacking model (assuming it is living) somewhere to block LOS or charge lanes to the good doctor. With Carver an extra spray can be pretty brutal. You have to remember that it is an optional use ability so you don’t have to fire at the first thing that comes into range. Note however that you DO have to target the model that triggered it.

Overall, he is a utility beast. He isn’t really great at anything, but he does his job adequately. If he were 1 point cheaper he would be an auto-include but that probably means he is priced correctly. I guess I can sum him up by saying he’s not that bad – which isn’t the same as saying he’s good, unfortunately. He is the only game in town for Farrow when it comes to light beasts though. I had hoped Domination would change that, but apparently it won’t. Don’t be afraid to include him in your lists. He will have a place and do okay, just don’t ask too much of him.

Stand out callout #1

One of the most amazing things about the Iron Kingdoms setting for Warmachine and Hordes is the background. Privateer Press began with an incredibly interesting and creative roleplaying game campaign for the d20 system called The Witchfire Trilogy. The world they created is a very interesting mix of steampunk and magic which is torn apart by wars of expansion and survival.

I firmly believe that because the setting was founded on a roleplaying game the Iron Kingdoms have a very strong (and moving!) narrative. The fiction is top notch and each of the books has both a through line story which moves the overall narrative forward as well as a contained story focusing on the topic of the book at question. In addition to that there are a number of callouts throughout the book. A callout is basically a small bit of background or story that really serves to arouse the imagination without bedding her down again.

I absolutely love the callouts. They contribute to my favorite avocation of day dreaming but they are often overlooked in the main cannon. This regular feature seeks to alleviate that oversight. In addition to callouts, I will also likely choose to spotlight the occasional bit of “card fiction” or quotes in the future as well.

So, now that you know what the point of this is I present the very first stand out callout! I chose this piece to lead the series because it has stuck in my head since the book in question (Iron Kingdoms World Guide) was released way back in the first part of 2005. In fact, this callout is the reason I bought the book despite not roleplaying. It also helps that it features one of my favorite characters.


“When the first waves of Menites began to defect at the behest of Heirarch Garrik Voyle, Queen Ayn Vanar XI thought it best to remind the Khadoran people of the price for treason. One of her favored patriots, the infamous Butcher of Khardov Orsus Zoktavir, was sent to serve summary justice. He single-handedly slaughtered an entire cathedral full of would-be defectors, piled their heads on a wooden barge, and floated it downriver as a sign to all who would dare leave the Motherland in its time of need. It was a time of war and the Motherland would need every one of her sons and daughters.

At the nearly the same time and with the support of the kayazy the queen mobilized her forces against Llael intent on reclaiming Khadoran lands…”

If you are interested in purchasing the the Longest Knight, I am a big fan of drivethrustuff.com –
and the world guide is here – though if you can find the hardcopy it has a great map of Western Immoren in it.

Thoughts On… Lord Carver, BMMD esq. III

One of the really great benefits of the journeyman league from Privateer Press is that it forces the basics. I am fairly new to the Mark 2 version of the game but I did play for a while way back in Mark 1 so it isn’t something that I felt compelled to do to learn the game. That being said, I really wanted to chance to slow grow this army and learn how to play it well.

One of the things I learned back in another life as a corporate trainer was how much more one learned when writing about a subject. I thought this would be a fun way to start putting down my in-game observations to share what I have learned and, hopefully, in writing them out learn a bit more. I was also curious how many times I could write “learn” in a sentence.  And obviously, if any readers have anything to share that would be great :-)

Since this is my first analysis it might be a bit rough and disjointed but hopefully later on it will be a bit better.

Lord Carver, The Bringer of Most Massive Destruction (esquire the third) is the warlock in the officially recommended battle box for the Thornfall Alliance.

Carver’s stats are pretty decent but nothing great. His defense is a bit on the low side for a warlock but his armor is a tiny bit higher. He is faster than most of his army and with the reach on his weapon his threat range is shy of his control area which means you should never fail a charge unwillingly even with mobility (more on that later).

His weapons are both pretty impressive, however. His melee weapon, Hand of God (or HoG if you want to have fun with pork flavored puns), has a hefty power+strength of 15 and reach in addition to the standard magic that all casters have. This combined p+s is enough that he can reliably kill pretty much any warriors and most cavalry in the game without breaking a sweat. He’ll hit a def. 14 on an average roll. The downside to his melee attack is that it is only a single attack. This combined with his mediocre fury stat of 6 means that he won’t be able to go on a rampage and decimate units of warriors or even a heavy warjack/beast once you figure in the necessity of boosting to hit. If only he had thresher!

If he is in danger of being swamped it is probably better for him to shoot with his sawed-off scattergun. This gun is a non-magic 6″ spray. The power on it is a decent, but not amazing, 12 which means you should be able to deal with lighter warrior models as long as their def isn’t too high. His rat is just okay. Where the gun gets really good is when you notice it has a rate of fire of 2. That is right, he can do 2 str 12 sprays per turn which can really clear out infantry that are trying to jam him. Additionally, if you need a bit extra stopping power, you can fire both barrels and trade that rate of fire for +4 to the damage result as a *attack.

Next up let’s take a look at his spell list. He has 4 spells on his list and as a warlock can also use the animi of the war beasts in his battle group – I might mention the use of an animus, but they will be discussed in greater detail in my Thoughts On… that model.

Batten Down the Hatches – This spell will take up fully half of his fury and in most cases you will be casting it without batten an eye. See what I did there? Seriously, this spell increases the armor of models in your battlegroup (including Carver himself) at the cost of a loss to defense. Additionally it makes you immune to knockdown so I guess you might say that it gives you a better defense than you would have if you were knocked down. It isn’t an auto-cast however. You need to be particularly aware of units in your opponents army that ignore these bonuses as in most cases they will only ignore the bonus but not the penalty. Also, bear in mind that war beasts have a decent defense and the farrow beasts have a decent armor to begin with. There might be times when the only threat to you is a bunch of infantry that are going to be doing dice -4 or -5 without the buff and only hitting on a 7. In that case, you might be better off taking a couple of minor hits and hopefully getting a couple of misses on you. I haven’t actually run the math on this, by the way. If you are good at it, I would be curious what your results are. Immune to knockdown is absolutely brutal against those models whose feat is a knockdown effect. This also helps out against things like headbutts and throws. If you felt like it you could put up batten down the hatches and then have Brine double handed throw the warhog at something to knock it down. The war hog would still have to forfeit his movement but could then pound on whatever was knocked down. It is pretty risky though because you could go out of Carver’s control area and lose the effect from Batten Down the Hatches. Overall it is a great spell though and one you will use a whole lot. It isn’t an upkeep spell so you need to plan on paying the full cost every turn for it. Conversely, since it isn’t an upkeep it can’t be dispelled.

Mobility – Another great spell. As the name implies this spell greatly improves your mobility. Like Batten Down the Hatches Carver casts this spell on himself and it is not an upkeep. This is huge because that means you can stack the effects giving you both more resilient and faster war beasts which are always a good thing. Mobility increases the speed of battlegroup models as well as giving them pathfinder. Since it is a speed bonus it means that your run doubles the bonus rather than adding it straight at the end. Pathfinder is a beautiful thing as well since having our slow war beasts get stuck in terrain is painful. It also allows you to charge over linear obstacles or through forests meaning you can use them for a defense bonus to help offset the penalty from Batten Down the Hatches or give you the option of not casting it for a turn and trusting on a higher defense to protect you. Also it combines well with Rift in giving you more options in activation order as you don’t have to worry about locking your own models down. It won’t leave you much fury left over but flexibility and options are good.

Quagmire – This is a really interesting upkeep spell. It gives enemy models in base to base contact with the unit/model a defense modifier of -2 while also preventing them from moving other than to change facing. The obvious use is to prevent things from trampling over a unit of brigands or locking models in place for a turn since you can’t usually move after doing your combat action. This can be very useful in scenario play for keeping a model out of a control zone. Also the -2 is what I call a “soft boost”. What I mean by that is that it isn’t quite as good on average as a normal boost but still helps break the curve. This soft boost also makes war beasts a good target. Anything that helps your war hog (or Carver himself in a pinch) get more hits can only be a good thing allowing you to save those forces for extra attacks. If Carver were a fury 7 caster I would advocate casting it on turn 1 and upkeeping it for the rest of the game. As it is, there are so many turns in which you will want to cast Batten Down the Hatches and Mobility you will probably be better off having that emergency transfer for whatever sneaky thing you missed that your opponent is about to do to you.

Rift – This is a decent power 8″ aoe spell. The aoe on it is 4″ which is pretty sweet on its own but it also remains in play through your opponents turn as rough terrain. If they are lacking on pathfinder this can be a huge inconvenience and go a long way to making sure that your hogs are the ones doing the charging. Bonegrinders give you an extra 2″ range helping to offset the short range of the spell. It is fairly expensive, but you can still use that and pathfinder and have that emergency fury I advocate which helps with some of the order of activation issues that could come up.

This brings us to his feat – “Hog Heaven”. This feat gives all farrow models in his control area an dice of damage and Overtake. It is important to remember that it is only farrow models meaning that those other support solos like Gudrun the Wanderer and Saxon Orrick will not benefit from his feat. Also it is only while in his control area so it is possible to overtake out of his control area and lose the overtake on future attacks and the extra dice worth of damage. It is a pretty straight forward feat which I like to use pretty early in order to give myself an advantage on big models by taking out opponent jacks/beasts.

I made a mistake in dismissing him as a boring caster when I first read him over. Lord Carver, BMMD esq III can be played in a straightforward manner as a beat-stick but he also has some tools which enable you to play him a bit more patiently and tricky than it would seem at first glance especially by blocking off movement with rift and quagmire. A great thing to keep in mind is that he is a bandit king and play him appropriately. He is not going to stand up in melee to the likes of the Butcher but he has the shenanigans to ensure that he doesn’t have to.