Once more into the breach

Since I now feel comfortable putting down Kromac I’ll return to the man that haunts my dreams and sours my existence! Fielding pKrueger has so far been a miserable experience, but I’ve been thinking that I might be using to much infantry with him so I’ll kick my comfort zone in the face and go heavy on the beasts.

Krueger the Stormwrath
– Gorax
– Feral Warpwolf
– Feral Warpwolf
– Megalith
– Warpwolf Stalker
Shifting Stones
– Stone keeper
Shifting Stones
Swamp Gobber Bellows Crew (Leader and 1 Grunt)
Druid Wilder
Gallows Grove
Gallows Grove
Reeve Hunter

This is based on the idea that I always lose with pKrueger when my heavy hitters are gone, so I’ve included another one. I decided that the third heavy hitter should be another feral since Lightning Tendrils and Sprint should enable me to handle some of the infantry issues even without infantry of my own. Megalith and Gallows Groves also add to the infantry clearing potential, and having two Ferals should also sort out the Colossal issue, even though it makes me shaky to take the field without upkeep removal again.

I’m seriously considering trying this without the Gorax and with Bloodweavers instead, because the games where I’ve felt most in control were the ones where I didn’t use Primal, but the ability to up the damageĀ  when you know the Feral is going down afterwards anyway is solid. On the other hand casting Primal allows an opponent to ignore the Feral and kill something else instead, so it’s really removing two beasts. I think I’ll try without the Gorax and see how it goes, and if it all goes to hell in a spiky death basket then the Gorax can be let back in.

Krueger the Stormwrath
– Feral Warpwolf
– Feral Warpwolf
– Megalith
– Warpwolf Stalker
Shifting Stones
– Stone keeper
Shifting Stones
Swamp Gobber Bellows Crew (Leader and 1 Grunt)
Tharn Bloodweavers (Leader and 5 Grunts)
Druid Wilder
Gallows Grove
Gallows Grove
Gallows Grove

This list will look at Karchev and go “oh bugger!” but should do well enough against beast heavy lists. Infantry shouldn’t be a huge problem and with an extra Feral it’s not a complete disaster if one of them goes belly up. Tomorrow will tell if this is better or worse, but I’ll be damned if every Circle player except me can get pKrueger to work! :D

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5 Responses »

  1. ! I’ve long had a gnawing feeling that the gorax is a trap, hope you prove it right :D

  2. I tend to find that with pKrueger having more Geomancy is a great thing, since he can spend his fury casting other spells or boosting attack/damage rolls while still being able to sling out some Chain Lightning to clear out infantry.

    While I can’t speak to the effectiveness of Bloodweavers, I find that Druids are hugely useful for pKrueger since they can keep the heavy hitters further back so that you get the alpha strike. Vortex clouds provide concealment or block LOS from most enemy models, Force Bolt will bring key enemy models closer and can potentially knock them down (unless we’re talking about Colossals/Gargantuans), and Counter Magic is so terribly useful it’s silly.

    My experiences with pKrueger have been limited to 35 points in a largely Colossal-free environment, and I don’t have much experience with Bloodweavers, but I those are my thoughts.

    • I tried with Druids a couple of times but I usually didn’t get them to do anything except play defense, and playing defense got me killed. When I did go to pull in enemies I missed those 5+/6+ rolls and it failed.

      I’m really really not saying they’re bad, and with the Woldwrath they will be seriously nasty, but right now I can’t make them work. Bloodweavers with pKrueger are insane with 12″ threat and weapon master against living while bouncing lightning around.

      They’re mostly there because I hate auto-losing to some upkeep-based builds, and because I need a way to remove things like Arcane Shield when I’m not bringing a Gorax. It’ll probably fail, as has most of my ideas with pKrueger, but then I’ll try something else :D

  3. Ya thought of some extra Woldwardens to spam chain lightning? My mate did it the other day against my eGaspy list and pulled a win.

    • With the list I have I won’t have problems removing a lot of infantry since Ferals can engage and retreat from 13″ with Lightning Tendrils, and Bloodweavers can engage from 12″ away and bounce lightning into everything.

      The feat adds some infantry removal that ignores high defense, and if all else fails pKrueger and Megalith can deliver a Chain Lightning each. The only thing a Warden would do is make cycling Lightning tendrils a bit easier, but the price would be less hitting power.

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