Tuesday, January 13, 2009

Spoke with the local Press Ganger last night. Learned some new information about the game. I think I want to get over to his place to get some more games in, he is very right that losing is a learning experience but losing to a better player is a much better learning experience.

He commented that with an army you need to find the piece that's broken and abuse it in order to maximise your winning potential. I can take that and extrapolate the thought to "All's fair in Love and War". As long as I'm playing in a "war game" I can play the army I find is the best for the situation and expect that my opponent will do the same.

With that I'm considering my next 500pt army for a tournament:

Grim Angus - 76
Winter Troll - 75
Troll Impaler - 75
Troll Impaler - 75
Trollkin Longriders - 87
Trollkin Champions - 106

12 models, 494 points

Strategy: Grim is the assassin, able to shoot 17" and do a fair amount of damage. He is also skilled at board control. He will tether models as necessary, but most likely be used as the sniper from afar. Impalers are added for their animus and also the knockdown potential. Winter Troll will cast freezer on a longrider or champion (longrider as stated before gives a bigger sphere of "freezing") Grim can also cast the same on another person (in the same or different unit) causing the opponent to engage and freeze in place or not engage and be charged. Longriders can knock down and champs are there to escort Grim. Anything knocked down has a ranged defense of 5, making for easy pickings with Grim, but also anything that may have been screened is now no longer screening.
The weakness would be an anti-ranged list, but perhaps the longriders and champs can mitigate that somewhat.

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