How to win AGAINST Trollbloods
Lähetetty: Pe 28.11.2014 11:22
Now this is some of my own thoughts on how to deal with Trollbloods efficiently. Kinda inspired by the article i shared lately, but also by the usual OMG U SO TOUGH whine.
1. Deal with the support first.
Armies in Warmahordes tend to work on modules. Trolls exaggerate the idea. We live and die by synergy between our units. Surgical strikes against the support pieces are crucial.
1a.Don't get intimidated by the wall of medium bases rushing up the field. I want you to fear them, and focus your fire on my expendable, frontline units. Most of them are probably going to survive anyways, and you just wasted cosiderable force on relatively unimportant models.
1b.Take out the Fell Caller. My frontline unit usually passes at least some Tough checks, and they become threat immediately after, due to Reveille. If they hadn't they are probably going to hit accurate and hard, due to War Cry. Simply, target the Torch Guy, THEN start knocking things down.
1c. Get the stone. I know, it's easier said than done, since the scribes stay quite far in the back. But consider this: they have very poor armor, even under the aura. And even if you only manage to take down one or two scribes, the aura shrinks, and i'll be forced to bring the entire unit closer, making it easier for you to target them.
1d. Know what other solos/supports can influence the deadliness of the frontliners and dismantle the blue tide from within.
2. How to kill a Troll.
One of signature stats of Trollbloods is the unified DEF 12 across the board. There are exceptions, of course, but you can generally say the tough guys are also relatively easy to hit. Choose your armor-cracking list. You're gonna be hitting anyways.
Anti-Tough tech can be very useful.
Armor-Piercing attacks frighten every Trollkin.
Charging Weapon Masters usually have longer threat ranges than Troll heavy infantry.
3. Don't play the Troll's game.
You know what makes me the happiest? When my opponent decides to out-attrition me. Outside of some very specialised lists, this is going to fail. You are literally struggling against our biggest strength.
The typical Trollblood list is quite restrained when it comes to scenario play. There are some glorious exceptions, but we usually need to brick up, hide under the stone aura and advance in tight formations. Use it, flank, out-maneuver.
4. Force the Troll to choose.
The army you're going against is excellent at Jenga buffing one module all the way to insanity. The more sides the attack comes from, the less specialised and powerful counter-attacks you will receive. You are forcing tough decisions on me. I need to deal with the Incorporeal guys there? Then the other side won't get the much needed +1 Strength. Damn, only one of my three units can receive the +2 MAT, and this one needs pathfinder as well. You get the gist of it.
If you ask one question at a time, Trolls will answer it, ace it, and write a 200 page paper on it. If you ask many, you might as well start handing out "DUMMY" hats.
----That's it for now, i'll continue when i'll have time and inspiration again ----
1. Deal with the support first.
Armies in Warmahordes tend to work on modules. Trolls exaggerate the idea. We live and die by synergy between our units. Surgical strikes against the support pieces are crucial.
1a.Don't get intimidated by the wall of medium bases rushing up the field. I want you to fear them, and focus your fire on my expendable, frontline units. Most of them are probably going to survive anyways, and you just wasted cosiderable force on relatively unimportant models.
1b.Take out the Fell Caller. My frontline unit usually passes at least some Tough checks, and they become threat immediately after, due to Reveille. If they hadn't they are probably going to hit accurate and hard, due to War Cry. Simply, target the Torch Guy, THEN start knocking things down.
1c. Get the stone. I know, it's easier said than done, since the scribes stay quite far in the back. But consider this: they have very poor armor, even under the aura. And even if you only manage to take down one or two scribes, the aura shrinks, and i'll be forced to bring the entire unit closer, making it easier for you to target them.
1d. Know what other solos/supports can influence the deadliness of the frontliners and dismantle the blue tide from within.
2. How to kill a Troll.
One of signature stats of Trollbloods is the unified DEF 12 across the board. There are exceptions, of course, but you can generally say the tough guys are also relatively easy to hit. Choose your armor-cracking list. You're gonna be hitting anyways.
Anti-Tough tech can be very useful.
Armor-Piercing attacks frighten every Trollkin.
Charging Weapon Masters usually have longer threat ranges than Troll heavy infantry.
3. Don't play the Troll's game.
You know what makes me the happiest? When my opponent decides to out-attrition me. Outside of some very specialised lists, this is going to fail. You are literally struggling against our biggest strength.
The typical Trollblood list is quite restrained when it comes to scenario play. There are some glorious exceptions, but we usually need to brick up, hide under the stone aura and advance in tight formations. Use it, flank, out-maneuver.
4. Force the Troll to choose.
The army you're going against is excellent at Jenga buffing one module all the way to insanity. The more sides the attack comes from, the less specialised and powerful counter-attacks you will receive. You are forcing tough decisions on me. I need to deal with the Incorporeal guys there? Then the other side won't get the much needed +1 Strength. Damn, only one of my three units can receive the +2 MAT, and this one needs pathfinder as well. You get the gist of it.
If you ask one question at a time, Trolls will answer it, ace it, and write a 200 page paper on it. If you ask many, you might as well start handing out "DUMMY" hats.
----That's it for now, i'll continue when i'll have time and inspiration again ----

