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![[Post New]](/s/i/i.gif) 2013/06/17 07:36:48
Subject: eDoomie question
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Big Mek in Kustom Dragster with Soopa-Gun
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I havent played many games, but so far eDoomie stands out to me the most with his Wild Agression and free Dire Troll animus.
From what little i have found about tactic with him, hes a heavy warbeast caster. Does that mean unless i go higher than 35pts i should just go straight big n nasty warbeasts such as mulg, a mauler, an axer, and maybe an impaler or is that kinda overkill even for him lol
I ask because far as i can tell all of the units/infantry and even solos really dont do anything aside from block charges and provide extra meatshields, since his spells really dont help them.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/06/17 08:52:06
Subject: eDoomie question
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[MOD]
Madrak Ironhide
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Vineheart01 wrote:I havent played many games, but so far eDoomie stands out to me the most with his Wild Agression and free Dire Troll animus.
From what little i have found about tactic with him, hes a heavy warbeast caster. Does that mean unless i go higher than 35pts i should just go straight big n nasty warbeasts such as mulg, a mauler, an axer, and maybe an impaler or is that kinda overkill even for him lol
I ask because far as i can tell all of the units/infantry and even solos really dont do anything aside from block charges and provide extra meatshields, since his spells really dont help them.
Yup. Two things to consider are whelps and the krielstone.
Heck, maybe even Janissa depending on how you want to play him.
Whelps help you manage fury and heal.
The Krielstone gives you armor and if you get the attachment can protect you from fire .
And Janissa casts a Rock Wall.
Wait! Don't go anywhere! Janissa casts a rockwall, the Earthborn
casts Transmute on Mulg (or maybe doomie does it for free) and
the Krielstone buffs his ARM to a nice 23.
Quite fetch.
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![[Post New]](/s/i/i.gif) 2013/06/17 11:10:58
Subject: eDoomie question
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Big Mek in Kustom Dragster with Soopa-Gun
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Those little whelps are one of the models im missing oddly enough. The lot of trolls i got is more Borka-friendly as it has a lot of fenblades/kriel warriors. Borka just feels one-trick to me, while that trick is damn awesome its predictable because he does NOTHING else.
I already had an Earthborn on my list but wanted to wait till i learned more before buying so i save on shipping (no local shop). Throwing whelps on that list too because when i read it i went "Whoa, thats nuts!" and since i have a ton of warbeasts i should have them.
Only warbeasts i have are:
Axer x2
Impaler x2
Dire Troll Mauler
Mulg the Ancient
Need an earthborn/bomber and i should be good.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/06/17 14:17:30
Subject: eDoomie question
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Trustworthy Shas'vre
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You mostly have the right of it. eDoomie is about his beasts, and moving them very fast and doing lots of damage.
Any infantry unit you take will be a screening unit - or possibly a ranged unit like Nyss hunters. I like fennblades for this purpose - with the UA and reach, they are fast enough to make a good buffer for your beasts. At 35pts it can be tempting with trolls to spend a third of your points on buffs - don't kid yourself with this force, your beasts are going to do the damage.
I'm running eDoomshaper at the moment. Still haven't won many games against experienced players, but I'm getting there.
My 35pt list that I'm taking to a tournament this weekend involves:
eDoomshaper
Mulg
Rok
Earthborn
Janissa
Min Krielstone
Whelps.
To switch it around, I also have: Max Fenns + UA, Mauler, Axer, Slag, Bouncer, Runebearer. Blitzers and Bombers I've heard also work well
With you list, you could bring the Mauler instead of Rok, and the Axer instead of Janissa/Krielstone. But I would really recommend whelps.
Whelps are great - you should have them in pretty much any troll force of 35pts or more even if you don't need them for fury management. 2 points for 5 models which you can move around to block charge lanes or essentially give +1 defense to your models. With Doomshaper, you're going to want to max out at least 2 of your beasts on Fury on your feat turn. With judicious use of Goad and Refuge, you can move a heavy warbeast 30 inches in a single turn.
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![[Post New]](/s/i/i.gif) 2013/06/17 16:28:58
Subject: eDoomie question
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Regular Dakkanaut
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Just a quick not on Janissa, because she is strong enough to require some extra discussion.
Remember, models without pathfinder can't charge over her wall, and models can't stop on top of the wall. Put it in front of your beasts, and they can't really be attacked by anything without reach, unless they can get /completely/ over the wall. That dramatically decreases their threat range.
Put the wall a bit farther out, and then you can deny reach. They again have to get over the wall entirely, which means that they might as well not have reach. And again, if they don't have pathfinder, they can't even do that much.
Beyond /that/, it increases armor with the Earthborn, and it increases defense against shooting. That doesn't even speak of the other things that Janissa can do, all of which are quite strong. I will /really/ strongly suggest using her.
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![[Post New]](/s/i/i.gif) 2013/06/17 18:47:17
Subject: eDoomie question
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Widowmaker
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Oh, malf. I always knew you were a mean girl.
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DS:80S++G+++M----B--I--Pwmhd03/f#+D++A++++/sWD250R++T(S)DM+++
Elvis needs boats. |
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![[Post New]](/s/i/i.gif) 2013/06/17 19:36:56
Subject: eDoomie question
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[MOD]
Madrak Ironhide
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![[Post New]](/s/i/i.gif) 2013/06/18 08:12:21
Subject: eDoomie question
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Big Mek in Kustom Dragster with Soopa-Gun
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Janissa is going to require some reading/practice because (its probably the 40k in me bleeding over) i see her and go...thats it? To me she looks like its just the mobile wall that makes her any good. Cant help but feel like im not reading it right since shes got one hell of a reputation lol
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/06/18 09:26:03
Subject: eDoomie question
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Master Tormentor
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Vineheart01 wrote:Janissa is going to require some reading/practice because (its probably the 40k in me bleeding over) i see her and go...thats it? To me she looks like its just the mobile wall that makes her any good. Cant help but feel like im not reading it right since shes got one hell of a reputation lol
She's also a rather nasty melee threat (armor piercing is disgustingly good), she has magical attacks in a faction that doesn't have a huge amount of them (Rock Hammer is excellent for this, and incredibly accurate), and can do some limited movement shenanigans. However, it's definitely rock wall that makes her amazing. It's serious board control in that it shuts down charges hard along with preventing access to infantry lines if done correctly, and also provides defensive tech to a faction with a ton of it already (and defensive tech seems to scale geometrically).
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![[Post New]](/s/i/i.gif) 2013/06/18 10:25:30
Subject: eDoomie question
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Big Mek in Kustom Dragster with Soopa-Gun
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Granted she IS only 3pts (if i recall correctly) so those 3pts would be well spent even if all i did was deny charges.
Trying to avoid larger point games till i fully understand/remember the rules, but i kinda cant use infantry/solos till 25pts lol. And theyre a totally different beast to play with.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/06/18 10:30:34
Subject: eDoomie question
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Trustworthy Shas'vre
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I had some trouble with Janissa to start off with, but I'm likeing her more and more as I get into the game.
Due to the reasonably precise nature of WMH, the wall is extremely good at preventing attacks against your models if placed in front of them: It is 0.5" wide, so models without reach cannot attack you over it. It gives +2 defense, which when you're rolling on 2 dice makes a lot of difference. A model with average MAT 6 attacking troll DEF 12 would normally hit on 6's, ie 26/36 (72%) of the time. Making them hit on 8's means they now hit you 15/36 (42%).
Similarly, adding the Earthborn animus give +2 armour from the wall, so models with fairly average P+S of 12 now need 8's to damage (above average on 2 dice), or 10's (average on 3 dice). If you would previously get damaged by say, 4 attacks on your heavy, that is 16 damage or 1/2 of their health you just saved..
She doesn't seem that good on paper, but really, give her a try.
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![[Post New]](/s/i/i.gif) 2013/06/18 20:07:42
Subject: eDoomie question
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Regular Dakkanaut
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Vineheart01 wrote:Janissa is going to require some reading/practice because (its probably the 40k in me bleeding over) i see her and go...thats it? To me she looks like its just the mobile wall that makes her any good. Cant help but feel like im not reading it right since shes got one hell of a reputation lol
Yeah, that's why I wanted to mention her explicitly. She's easily one of the strongest models that TBs have access to, and offers something that's incredibly potent and nearly unique. Getting a feel for using her effectively will make you better at the game as a whole, because she manipulates a lot of the very, very fundamental WM battle mechanics. When I get home, I'll draw up a few pictures and such to show how she works, but she basically reduces your opponent's threat range by 4" in melee, and makes you very, very hard to hurt at range.
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This message was edited 1 time. Last update was at 2013/06/18 20:08:05
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![[Post New]](/s/i/i.gif) 2013/06/19 08:56:25
Subject: eDoomie question
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Big Mek in Kustom Dragster with Soopa-Gun
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how does she make you hard to hurt at range?
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/06/19 12:56:13
Subject: eDoomie question
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[MOD]
Madrak Ironhide
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Drop Wall, Earthborn puts its animus on you.
ARM +2
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![[Post New]](/s/i/i.gif) 2013/06/19 16:28:57
Subject: eDoomie question
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Regular Dakkanaut
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+4 defense for cover. Almost nothing ignores it.
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![[Post New]](/s/i/i.gif) 2013/06/20 08:17:00
Subject: eDoomie question
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Big Mek in Kustom Dragster with Soopa-Gun
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ah, right lol derp. thought it was +2 though....then again its a wall not open terrain like a forest or something.
Just had my first game with her. I made a huge blunder with my mauler but aside from that i was doing fine by using Janissa's wall to deny pretty much the entirety of the Circle player's charges lol. After i lost my mauler to that grave mistake (shouldnt have sent him in, i needed to wait for my axer i already sent in to be hit so i could countercharge) i tried rockhammer a couple times. Feth that move except in desperation lol, it never hits anything with average defense and cannot boost it.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/06/20 10:17:37
Subject: eDoomie question
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Master Tormentor
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Vineheart01 wrote:ah, right lol derp. thought it was +2 though....then again its a wall not open terrain like a forest or something.
Just had my first game with her. I made a huge blunder with my mauler but aside from that i was doing fine by using Janissa's wall to deny pretty much the entirety of the Circle player's charges lol. After i lost my mauler to that grave mistake (shouldnt have sent him in, i needed to wait for my axer i already sent in to be hit so i could countercharge) i tried rockhammer a couple times. Feth that move except in desperation lol, it never hits anything with average defense and cannot boost it.
Concealment is +2, while cover offers +4. Linear obstacles also provide a +2 bonus to defense against melee attacks made across the obstacle. Not sure how you're missing consistently with Rockhammer barring the dice hating you, as you should be hitting DEF 14 on average rolls.
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![[Post New]](/s/i/i.gif) 2013/06/24 01:50:19
Subject: eDoomie question
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Been Around the Block
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Trasvi wrote:
My 35pt list that I'm taking to a tournament this weekend involves:
eDoomshaper
Mulg
Rok
Earthborn
Janissa
Min Krielstone
Whelps.
That list feels very pDoomy, not eDoomy. eDoomy is all about speed and heavies. What you have there is a slowish list via the support. eDoomy, to me, should have Mauler, Mulg, EBDT, and as many Whelps as you have points. You can have up to 6 FA of Whelps at that point, with allotment for 5 by how the points work out. Maybe you can drop the Mauler for 9pts of support, but you really don't want to. Your other options are Champs, Scouts, Skinner and Runebearer. All of this of course is if you're going tier, and for eDoomy, I don't see a reason not to. His tier list is too good not to take advantage of, granted I do have a fascination with whelps...
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