Warwitch Deneghra: 1

Every now and then you get to fight something completely new. It’s not often and it’s mostly joke lists, but last night I faced something that I think might actually become a power build with a few tweaks. I don’t know if Jan invented it or borrowed it, but here’s what I was facing.

Madrak Ironhide, World Ender
– Pyre Troll
– Slag Troll
– Storm Troll
– Troll Impaler
– Troll Impaler
Trollkin Runebearer
Kriel Warriors (Leader and 9 Grunts)
– 3 Kriel Warrior Caber Thrower
– Kriel Warrior Standard Bearer & Piper
Krielstone Bearer and 5 Stone Scribes
– Krielstone Stone Scribe Elder
Pyg Burrowers (Leader and 9 Grunts)
Fell Caller Hero
Troll Whelps

This list looks like complete auto-fail at first sight, but then you begin to see a pattern emerging. This list uses Warpath which is a spell I’ve never seen eMadrak actually use before. With access to Far Strike and eMadraks feat, this list puts out a shooting round from hell, and with Blood Fury + Acidic Touch/Flaming Fist the list has some melee punch as well.

It has whelps to manage the Fury from that insane round, and then it’s basically just about grinding down what’s left.With Warpath & far Strike it can get aiming bonus from 15″ away and with the Stone it can negate Stealth & Incorporeal.

It’s the longest game I’ve ever had, running more than four hours, and I can’t really begin to write a report, having lost all details from turn four and up, and I stopped counting at about turn six, so I couldn’t even tell you how many turns it ran, but I think it was nine or ten.

In short. I ran, he ran, I killed a bit of infantry but held back to go for massive feat round, and then he annihilated half my list with shooting. Then I popped feat and annihilated half his list in return. From there on it was tooth and nail on both sides, with me forcing a tough roll on Madrak on turn five or six.

I think I lost on turn nine where he was still running around with one box and only two Fury (being unable to cut). I failed two assassinations due to really lousy dice, and two more to being so bone tired that I completely messed up everything and missed obvious opportunities.

In the end I lost when Deneghra was Knocked down by a flying Burrower, who was shot in the back by the last surviving Impaler. eMadrak was on 1 Box with one Transfer and Corroded, and I rolled two attacks on him exactly matching his ARM in damage, where just one more on both attacks would have forced another Tough check.

I have never had so close a game before, and the other times I’ve left casters at one box isn’t even close to comparable.

The list!

The interesting part. I brought the pDeneghra Cavalry list, and I knew it was a long way from optimal. It actually performed more or less as expected, with the Steelheads getting slaughtered but doing serious damage with the few that survived (would have been more, but the Cavalry insisted on rolling like crap while the Halberdiers were rock stars).

Warwitch Deneghra
– Deathripper
– Deathripper
Satyxis Blood Witches (Leader and 5 Grunts)
– Satyxis Blood Hag
Soulhunters (Leader and 4 Grunts)
Steelhead Halberdiers (Leader and 9 Grunts)
Steelhead Heavy Cavalry (Leader and 4 Grunts)
Darragh Wrathe
Pistol Wraith
Pistol Wraith
Skarlock Thrall
Warwitch Siren
Warwitch Siren

I REALLY missed the WSC. The Withershadow Junta enables so many tricks, keeps her Focus economy functional, and bring ranged attacks. I can’t tell you how much trouble Heroes Tragedy was giving me, and ranged pDeneghra is just so incredibly superior to melee that it’s not even funny.

I messed up with the Blood Witches, wanting to lure the Krielstone out, but not knowing that the stone survives by being promoted. I thought I could kill him and be rid of the damn thing when he was outside of self sacrifice range, and mistakes do tend to cost resources.

The Soul Hunters really kicked ass again. They killed a fair bit, played epic defense, and it was two of them getting to eMadrak that almost cost him the game (Tough on casters should be banned! Yes on Terminus as well, it’s ridiculous). The Steelhead Cavalry got shot to pieces, and they need some form of defensive tech in order to get anywhere in safety. Everything else performed as expected.

The future!

Soul Hunters are staying in. Those guys are hilarious and really really good. I suspect they’re one of those units that get better the more you play them, because it’s all about when and where with them. Woods are their best friends, and with Ghostly and Incorporeal the only thing saving something from a messy death is a lack of space, where again the ranged element comes into play.

Warwitch Deneghra
– Deathripper
– Deathripper
Croe’s Cutthroats (Croe and 5 Grunts)
Satyxis Raiders (Leader and 5 Grunts)
– Satyxis Raider Sea Witch
Soulhunters (Leader and 4 Grunts)
The Withershadow Combine
Darragh Wrathe
Satyxis Raider Captain
Skarlock Thrall
Warwitch Siren
Wrong Eye & Snapjaw

Soul Hunters really need two things to work. They need some ranged elements to clear out models so they can fit those large bases, and they need a first wave. The list I ran last night also lacked WE&SJ so if our third player wants them he’ll have to fight me for them. Finally Croe’s Cutthroats just love pDeneghra, and she loves them right back.

How I learned to stop worrying and love the Soul Hunters

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14 Responses »

  1. Use WE&SJ i do not care!
    Just give me Madelyn back!:)
    If i can keep up my painting for 2 months i might need nothing at all!
    Because I will then bring the trolls.
    If that fails!
    I will bring eHaley, tier 4 Stormbringer list, and they can all cry!

    • You can have Madelyn. This Character Restriction six list crap is making my cereal taste like pee anyway.

      I absolutely hate having to making boring lists because all the more interesting options won’t actually work without some of the characters.

  2. ” and ranged pDeneghra is just so incredibly superior to melee that it’s not even funny.”

    I think I wrote this sentence, almost to the word, in my blog yesterday !

    ” but not knowing that the stone survives by being promoted.”

    And that’s why Black Ogrun are awesome ! Correct me if I’m wrong but if you hit the stone bearer with your harpoon, if the troll player tough it out or self-sacrifice it you get to drag the stone in front of your army. You then chose not to make your melee attack and tada ! -2ARM on the troll army :p

    I’m looking forward to a battle report with the last pdeneghra’s list. Could you tell me why you picked Croe’s and WE&SJ over Nyss Hunters and Rorsh & Brine ?
    I imagine WE&SJ vs Rorsh&Brine is a matter of taste or something but aren’t Croe’s just subpar compared to the Nyss ? I mean poison attacks won’t work on many things and without the ability to combine there’s no pow 12 range 12 rat 10 attacks on a heavy jack with -5ARM.
    Again I don’t play them at all so I may very well underestimate bushwack and advance deployment.

    Anyway I’d love to know your process of thoughts on that !

    • Wrong Eye & Snapjaw are simply superior to R&B in most setups. pDeneghra is the only one where R&B might be preferable, but the sheer denial and survivability Submerge offers, fits right in with the list. Snapjaw also hits a lot harder than Brine in most cases, and with a setup without Bane Thralls I’m not sure about the Doom Piglet (he really likes Dark Shroud support).

      Croe’s make Warbeasts vanish. If pDeneghra feats and pops Crippling/Parasite on a Warbeast, each Cutthroat does 3d6+14/15 damage, or more if someone turned their back on them. A Carnivean with Spiny Growth up, hit by feat and Parasite, will die to a minimum unit of Cutthroats, where Nyss Hunters will do less than half it’s boxes in damage.

      I’m not worried about Warjacks because there’s rarely more than 1-2 of them. Satyxis Raiders can easily make a Heavy Warjack vanish with debuff help, and Snapjaw can handle the other if I control the game. If I actually do run into something like Mortenebra or Karchev, they’ll be crying over pDeneghra anyway.

      I did actually get two Cutthroats on Karchev once… they took half his boxes because he’s living and they got a back strike when he ignored the two remaining ‘tiny inconsequential archers’. Well five dice on damage really bloody hurts :D

      Finally they’re AD which frees up some room in deployment and allows for a more reactive setup, and they’re stealth which fits the general theme. There are many lists that can boost ranged attack rolls to very high levels, but not many who can ignore stealth.

      I wrote this a while back. It’s slightly outdated but the concept is still solid.

      With pDeneghra their very short range WOULD normally be handled by Dougal MacNaile, but again the Character Restrictions rear their ugly heads. The Withering solves most of their problems though, since shooting at max range still makes them safe from most retaliation. If they shoot from 9-10″ range, a melee target needs to be crazy fast to hit them. If shooting something with ranged attacks it needs to ignore stealth or be SPD 6-7 in order to advance far enough with The Withering up to retaliate. This would be way easier with Dougal, since only Wolf Riders/Raptors have enough move to get within 5″

      • I’ve only been playing R&B in my denny list, doing the ninja pig across houses (happened yesterday and allowed me to kill two reckoners in the same combat round. I would never have imagined SJ to be stronger than Brine. These 7 attacks looks just so huge. I opened my eyes, now I need to test them…

        You have a good point about croe’s and livings. As you said in a game with 1-2 jacks, R&B or WE&SJ will handle one and my 10 Ogruns will handle the second.

        As always what you say just feel so right that I’m on the verge of modifying my entire list!
        As I play mortenebra as my second list, I had completly discarded anything that couldn’t deal with jacks.

        I guess I’m gonna replace my nyss by a min croe’s and dougal, and then remove my two bloats to fit either WSC or Bile Thralls.
        I’m still unsure about WE&SJ but this needs testing I imagine.
        Well thank you for all this help, I guess I’ll have more questions for your next battle report :D

  3. So many typos and I can’t edit, I’ll let you add the “)” stronger and 10 ogruns not 12
    Sorry about that

    • Edited it for you :)

      The Ninja Hog can indeed destroy just about anything with pDeneghra, but defensively speaking he’s a lot weaker, and Snapjaw is more reliable in general.

      I tend to go with WE&SJ because they’re good with every caster we have, so it’s easier getting a lot of practice with them without having to use the same caster every time :D

  4. Thanks for the game mate.

    Just a small correction for my list. I played with a small unit of krielstone bearers and only two caber throwers. For the two points i brought a stone scribe chronicler.

    I do not know if I invented the Madrak shooty light beast list, but I didn´t borrow it ;)
    You mentioned that the list perhaps could be tweaked a bit. I´m interrested in knowing how you would tweak it and the reasons for the tweaks, if you would indulge me? :)


    • Not being a Trollblood player this is perhaps more questions than suggestions. I keep wondering why you picked Kriel Warriors instead of Fennblades?

      Fennblades seem to have more synergy with a shooting list, better synergy with eMadrak, won’t suffer as much from terrain, and Vengeance would add another layer of ‘you hurt me you suffer’ to the arsenal.

      I know it’s nice being immune to KD, but a faster tarpit that can cover more land with reach could work as well, while adding to the offense. The knockdown from Kriel Cabers is nice though.

      I also keep thinking another Storm Troll would really take the list to another level, but I must admit that I’m not sure where to find the points. I really really like the concept of the list, where every action taken against you have consequences, and of course that you did what I’ve always wanted to do, and made a list full of light beasts work :)

  5. Regarding the additional storm troll he actually was in the list instead of the burrowers – I removed him from the list because I think I need a board control unit and more bodies to jam up the enemy while I shoot him to death. I would very much like an additinal Stormy one though, so what to do? I could switch one Impaler for it, but then I would probably be in need of the Far Strike of the Impaler. I cant´really find the points.

    The Fennblades versus the Kriels is a tough one. I have considered them quite a bit, but ended up with the Kriels. The reason for this is that the units main purpose is to jam up the enemy. I reckon that a unit that doesn´t get knocked down gets their free strikes when making tough tests which makes them better jammers. On top of that there are 14 bodies with one additional point of armor in the unit compared to 12 Fennblades. Lastly they can get mat 7/9 compared to 6/8.
    The Fennblades with their set defence, vengeance and No Quarter mini feat is also a very solid choice. I think I will stay with the Kriels for now.

  6. Hmm, Rockbottom might be available. Dougal still isn’t, but Rockbottom is enough to make me go test out some Pirate shooting, even though RNG 8 is a problem.

    Warwitch Deneghra
    – Deathripper
    – Deathripper
    Satyxis Raiders (Leader and 5 Grunts)
    – Satyxis Raider Sea Witch
    Sea Dog Crew (Leader and 5 Grunts)
    – Mr. Walls Sea Dog Crew Quartermaster
    Soulhunters (Leader and 4 Grunts)
    The Withershadow Combine
    Darragh Wrathe
    Lord Rockbottom
    Machine Wraith
    Pistol Wraith
    Pistol Wraith
    Satyxis Raider Captain
    Skarlock Thrall
    Warwitch Siren

    That looks really weird… I like it!

  7. I am amazed you have never seen Warpath used by him before. That spell is quite powerful for obvious reasons and helps make his beasts great flanking machines for his infantry beatdown

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