Monthly Archives: January 2014

A little Friday afternoon dojo session

Hi again guys (fairly sure none of the fairer sex reads my blog,),
Back on to my favourite topic today, my beloved Trollbloods. As mentioned in a previous blog I am looking at running 3 different casters and 1 of which is Hunters Grim and that is who I want to talk about a bit today.
First off I want to say that I picked to play this guy as I really like the model for him and his little mates, I think they have so much character to them and the best hats in Warmahordes, that’s right I will play a caster on how good his/her hat looks! Even though the hats are the main reason for playing them I really do think they have one of the best spell lists in Trollbloods and just so much utility with all the special actions and abilities. Not only this but with a bit of Whelp support I am of the opinion that you can run a reasonably heavy beast list with him, due to not having to boost to hit as much with Mortality…more on this later. As the beasts are some of my favourite aspects of the Trolls the ability to field 3 or 4 is very appealing to me.

Seeing as I have never written up any dojo I am not sure where to start so I think what I will do is go through the caster and his abilities/spell list/feat and discuss what I think I will be able to make of the ability.

Hunters Grim

·        Special Abilities

Grim, Muggs and Krump:-

Take Down. Not really an ability I am planning on making a lot of use from seeing as it only effects models boxed in melee. Don’t really want to get Grim in that close all that often, nice to have but a little bit anti his actual purpose in my opinion.


No additional special rules really but HeadHunter, Grim’s gun, does allow beasts in the battlegroup to charge enemy models hit by this weapon any model hit b


Granted Reform. This is an extremely useful ability for these guys to have. Giving them the ability to start the activation in cover/concealment for protection pop out and then reform back in could be really helpful, or simply the ability for grim to rush forward cast a spell and then reform back into somewhere safer.

Muggs also gets PGrim’s old knockdown gun which does bring up some nice combos, whether that be knocking down a single model to help Grim get Mortality up, useful for knocking down that pesky heavy getting a bit close, really there is no downside  to having knockdown ability I can think of.


Trapper. Krump has this rather cool little ability(star action) that allows him to lay down a 5”AOE at his base that works as a trap. Any living model that enters or ends in the trap takes a POW 10 hit, if damaged the model is knocked down. Like I said this is cool but nothing that can really be relied upon to do a great deal of work, also doesn’t work against undead or flying models.

Krump does grant the whole unit with Circular Vision though with is really helpful for Grim in particular for casting or even shooting Headhunter.

·        Spell List

Mage Sight

This spell basically replaces pGrim’s goggles that allow ignore forests and clouds for the purposes of LOS and ignoring stealth which is a big thing for Trolls. In my opinion this is actually a good change, because no only does it help Grim but also it can benefit the whole battle group. Mage Sight places down a 5” AOE and any member of the battle group (including Muggs and Krump) get the above benefits. I think this is great for Bomber Impaler and Blitzer (well any beast in battle group with a Ranged weapon) and will really help against some of our bad match that I do mean Cryx. With a cost of 2 and range CTRL and upkeep I really cannot see a downside to this spell.


This is a great spell, and I am excited about using it quite a lot. Basically it allows the model/unit cast on to be placed within 2” in the control phase. It is pricey at 3 and limited range, only 6 inches but I think it will be unbelievably useful on Scatter Gunners. It can be used to get them into better position and still get the aim bonus if they don’t move and can also be used to disengage enemy models in melee with them. I can’t see me not using this spell at least once per game for one reason or another. This may be a great spell for the Runebearer to use turn 1 on a unit so Grim only has to upkeep the spell from then on.


This is the bread and butter of Grim’s spell list. This spell is truly brutal, cast on an enemy model/unit, the model/unit suffers -2 DEF and -2ARM and cannot heal for 1 round. This spell just helps out so much with low MAT/RAT issues some of our Troll units/beasts suffer with. On Feat turn Burrowers against a unit with Mortality within 5” are effective  RAT 10 if they aim and POW 16…with a Fell Caller this can be MAT 8 POW 16 in any turn! This even gets the Mountain King to MAT 7 and RAT 9 on Feat so he might hit something, not to mention effectively being POW 21. The great thing about this spell is because it is not upkeep you can actually have it on 2 units potentially even 3 with a Runebearer. It has a great range of 10” that can be boosted with Farrow Bonegrinders to a frankly scary 12”. Lets not forget that models effected by Mortality can’t be healed, which yes does mean it ignores Tough!! With the prevalence of Boomhowlers and Witch Doctored Gatormen out there at the moment this is a really useful thing to have.


This spell I must admit is the least appealing to me out of the list but is still a really good spell. Cast it on a big threat in the enemy’s army (unit or model) and if it gets to close to Grim or a particularly importnant model 1 model in the battle group within Grims control area can make a full advance after the model has finished its movement. I will probably not make best use of this spell as it seems a little to subtle for my normal play style, but I can see how having it on allowing Grim to do a runner is good or to simply have it on a unit to make an opponent think about what I might move if he moves..Mind games always my forte.

·        Feat:- On My Mark

Unlike pGrims brilliant control Feat this incarnation has a great combined arms destroy all Feat. Basically while in control area it gives all friendly faction models Snipe and an ability called Mark Target. Enemy models within 5” of a model with Mark Target get suffer a +2 to hit with ranged attacks. The reason I believe this to be a good combine arms Feat is that you need the some models in close to give ranged models the +2 to hit. This combined with Mortality is effectively +4 to hit and +2 Damage with an extra 4” weapon range.  I think this is a great anti Cryx infantry spam feat or even good against a Khador infantry spam.

So that is a little bit of a Hunters Grim run down for those not aware of his abilities and I think it also helps to have a thorough look at again when deciding what to take with him. With this list I am looking to run something rather beast heavy and probably without a stone as I don’t think he has the fury to keep it full and still use him to his full potential. I really want to use a Blitzer because he seems such an unpopular model but I got to believe Repulsion is a brilliant scenario ability to push models off flags or out of zones can’t be under valued. Also a potentially helpful piece to remove enemy support units with the boostable multishot (d3 shots) ranged attack. This is further helped with Virtuoso allowing the Blitzer to get even more range on the gun and getting use out of his melee attacks. I do think the Mountain King is also a valid choice here too especially with an Axer to increase the threat range. His huge base works very well with the feat potentially marking a lot of targets within 5” of him, Mortality really helps with the low MAT issue and then he is also getting a bootable POW 18 10” spray on Mortality targets.

As for units to go in the army I am struggling to look past Burrowers and Scatter Gunners as just having amazing potential for clearing infantry and even doing significant damage to heavier armour under Feat and Mortality. I think a Fell Caller is extremely useful with the Burrowers to further help their MAT when engaging in melee. POW 18 is just insane off these little buggers on a Mortality target. I do think Fenns and Kriel Warriors also have a place in the list as well, as far as I can see there really isn’t a bad choice to take with Hunters Grim, even Sluggers are not awful with him. Basically Mortality fixes or goes a long way to negating a lot of potential problems some of our units have.

Through writing this I have actually noticed just how much I may start to rely on Mortality to do a lot of work in this list. I am slightly worried about this, with FOCUS 6 there certainly is no guarantee that you will hit with it all the time. I am going to have to try knocking down the opponent first to make the success chance much greater.

This is my first version of the list

Hunters Grim – WB: +4
–    Hunters Grim (Muggs & Krump)
–    Trollkin Runebearer
–    Dire Troll Blitzer – PC: 9
–    Dire Troll Bomber – PC: 10
–    Troll Impaler – PC: 5
–    Slag Troll – PC: 6

Troll Whelps – PC: 2
Fell Caller Hero – PC: 3
Pyg Burrowers – Leader & 9 Grunts: 6
Scattergunners – Leader & 9 Grunts: 8
–    Scattergunner Officer & Standard – Officer & Standard 2
Swamp Gobbers Bellows Crew – Leader & 1 Grunt: 1

What do you think?

I can see some area I would consider trimming and maybe adding some other elements. The good thing about this list is it does include models that I own (always a good start) and the other units I would include I as of yet don’t. That being said I think the Fell Caller may not be required as Grim does a lot for the Burrowers, the Slag Troll could easily be swapped out for a Pyre Troll to get access to a similar animus, though I do like the Slag Troll against Warmachine factions and 2 shots is always nice. The Gobbers are basically there to make up the extra point though they are a handy little unit, always nice to help keep Grim safe. I am keen on the battle group, I think it has a good amount of punch to it and would find it hard swapping out either of the heavies (except for doubling them up, i.e. 2 Blitzers or 2 Bombers) . I would like to have Viktor Pendrake in the list, his Chain Bola would be a nice include along with the Beast Lore ability to add a little extra anti Hordes to the list. As mentioned in the run down at the top I really think the Farrow Bonegrinders would be good here too. Not only can they increase the range of Grims spells but also can cast a dead warbeasts animus which could really be helpful if the Impaler is lost early and the additional magic attack could be helpful as the list does have very few. Those 2 inclusions would be 4/5 pts which is not difficult to get here.

I will try out the above list a few times before I rush to change it as I think it is solid and can hold its own. The other consideration in tournament play is whether it will work well with my pGrissel list, but seeing as I am still learning the game I will worry about that at a later date.

As always any feedback on the list or my thinking behind it will be greatly appreciated chaps.

Thanks for reading,




1250 point Dark Eldar for Campaign

Hello again guys,

I am writing about 40k again which I will fully admit is a game that has fallen out of favour with myself in the last few months (basically since I have started playing Hordes) but Ade, Andy and the boys in the campaign are a great bunch and I am really looking forward to a bit of fun.  That said I am quite a competitive person and struggle to play any game with only fun being the goal I do like to play to win and in my opinion that starts with list construction.
A few of the lads playing also have this competitive nature as well so I am of the opinion that all is fair and will by playing all out to win (without being a dick!). In my opinion Dark Eldar (DE) work better in lists of bigger size than what is being played as they are quite expensive and generally require combos to work at their full potential. The other issue with DE is that I believe the only way than can be truly competitive is with spam lists, basically repeating lots of small units to gain access to the most firepower as possible. From experience this works best with Venoms and Ravagers as they really put a lot of shots on the table for a minimal investment in points. Venoms only being 65 points for 12 poisoned 36” range shots is an absolute bargain and the Ravager  at 105 points base (no Nighshields as points are tight) for 3 strength 8 AP 2 lances is hard to look past. So the idea in the list is to maximise the use of these vehicles (I own 4 Venoms and 3 Ravagers) and due to the Venom to get good cost effectiveness out of them. I also cant make a DE list without using 2 units of Reavers, I absolutely love the models and what these guys can do, 2d3 strength 4 and 1d6 strength 6 from each unit turbo boosting over squads I personally think is really helpful and can be 2 scoring units in The Scouring mission. In a game this size I really cant justify the use of Incubi (as much as I do love them) or even the Duke who I would love to take. My sole HQ choice will be a basic Homunculus parked in a Blasterborn squad just to give them Feel No Pain. I have no clue whether or not this is a great plan but I think I can make much better use of the extra 100 points the Duke costs with the additional Ravager in the list.

Here is the list I am considering at the moment

+ HQ + (50pts)

    * Haemonculus (50pts)
       (Altered Physique, Independent Character, Night Vision, Power from Pain)
       * Haemonculus (50pts)
           Close Combat Weapon, Splinter Pistol

+ Elites + (291pts)

    * Kabalite Trueborn (158pts)
       (Fleet, Night Vision, Power from Pain)
       * 4x Trueborn (93pts)
           3x Blaster (45pts)
       * Venom (65pts)
           Flickerfield, Splinter Cannon (10pts)

    * Kabalite Trueborn (133pts)
       (Fleet, Night Vision, Power from Pain)
       * 4x Trueborn (68pts)
           2x Splinter Cannon (20pts), 2x Splinter Rifle
       * Venom (65pts)
           Flickerfield, Splinter Cannon (10pts)

+ Troops + (421pts)

    * Kabalite Warriors (135pts)
       (Fleet, Night Vision, Power from Pain)
       * 4x Kabalite Warrior (36pts)
           4x Splinter Rifle
       * Kabalite Warrior with assault weapon (24pts)
           Blaster (15pts)
       * Venom (75pts)
           Flickerfield, Nightshield (10pts), Splinter Cannon (10pts)

    * Kabalite Warriors (135pts)
       (Fleet, Night Vision, Power from Pain)
       * 4x Kabalite Warrior (36pts)
           4x Splinter Rifle
       * Kabalite Warrior with assault weapon (24pts)
           Blaster (15pts)
       * Venom (75pts)
           Flickerfield, Nightshield (10pts), Splinter Cannon (10pts)

    * Kabalite Warriors (151pts)
       (Fleet, Night Vision, Power from Pain)
       * 9x Kabalite Warrior (81pts)
           9x Splinter Rifle
       * Raider (70pts)
           Dark Lance, Splinter Racks (10pts)

+ Fast Attack + (172pts)

    * Reaver Jetbikes (86pts)
       (Fleet, Night Vision, Power from Pain, Skilled Riders)
       Cluster catrops (20pts), 3x Jetbikes (66pts)

    * Reaver Jetbikes (86pts)
       (Fleet, Night Vision, Power from Pain, Skilled Riders)
       Cluster catrops (20pts), 3x Jetbikes (66pts)

+ Heavy Support + (315pts)

    * Ravager (105pts)
       (Aerial Assault, Night Vision)
       Dark Lance, Dark Lance, Dark Lance

    * Ravager (105pts)
       (Aerial Assault, Night Vision)
       Dark Lance, Dark Lance, Dark Lance
    * Ravager (105pts)
       (Aerial Assault, Night Vision)
       Dark Lance, Dark Lance, Dark Lance

This I believe is one of the most points effective DE lists I can make.  I could (and this would be truly gutting for me) drop the 2 units of Reavers and do another 9 man Kabalite Warrior squad in a Raider.  This would give me 11 Dark Lances in the list and 5 Blasters so enemy vehicles should not be too much of a problem to deal with. I am a fan of the Venom and Splinterborn as this little unit can pump out 36 shots quite reliably and on average should force 12 armour rolls from an opponent which really can cause problems. My general tactics is an alpha strike and get the first blood (hopefully I get initiative..or have good scenery on table). I will usually try and target a smallish unit ie pathfinders or a combat squad for this, occasionally it will be a vehicle that the Ravagers can all zone in on. After the first kill I concentrate fire on 1 target until it is wiped out or has been dwindled down to a point I think it is ineffective then move on to another target. So if necessary I could put 57 Splinter rounds into a unit at 24” range and 9 of them with rerolls to hit. This would probably be over kill on most units but the option is there. The Reavers are there to turbo boost over a dwindled unit to finish it off and gain a pain token, they can also be used as a good distraction unit to just get in the way and for contesting objectives late in the game.

I personally don’t find this the most exciting list ever as it basically is just the same unit repeated but with the limitations of close combat in 6th edition and only being able to disembark a vehicle after a measly 6” move I really can’t justify bringing many of the other units. I do field 5 man Wych squads with Haywire grenades in a Venom on occasion but I think this list has enough anti tank in it already. Wyches are also surprisingly good at tying up Riptides in close combat with their 4+ invulnerable saves they can hold it up a couple of turns (I have killed on once…definitely luck there). Incubi are awesome when they get stuck in AP2 swords are brilliant but they are far to pricey points wise to risk them getting shot up by overwatch or in your opponents next turn after you wipe out the squad on the charge (this happens all the time).

I really love Scourges and they are far and away the best looking models GW produce but they just are not efficient at all and get shot to crap as soon as they move into range. I have run them with Blasters, Heat Lances and Haywire Launchers which are all really effective at killing a vehicle  but unless you get them into cover (always recommended I know) they will die in the subsequent turn.

Wracks are really cool and I think they are a valid option in any army list and have used them effectively but I think that you get more work done with the Kabalites personally.

If anyone can come up with a better/more interesting list for this points level I would really appreciate the input as I am struggling with it at the moment.

Thanks for reading

Matt 40k Campaign…meeting the guys and Kill Team

Yesterday I had a great day at HQ starting off the campaign for 40k that Commissar Dave (or Awesome) is helping Ade and Andy run. The campaign will all be recorded and games put up on the website which should be a really good watch. We have 8 guys playing in the campaign working as 4 pairs to try and achieve victory. The initial part of the campaign we are fighting over 3 planets with lots of different “bases” such as space ports, shield generators and hive cities all giving different bonuses to our armies both on and off the table.

I am playing my Dark Eldar force “The Crimson Talons” throughout the campaign and my team mate is Gav who is playing a really lovely painted Eldar army. The other teams are Ben and Andy with the dirty dirty Tau Empire, Ade and Scott are representing the forces of destruction with Orks and Daemons, the last but not least are Dave and Alex who are representing the Imperium with Imperial Guard and a Dark Angel/Grey Knight alliance.

Yesterday we basically all met up and just had a get together with a few games of Kill Team which is an interesting twist on the general 40k rules system. Kill team basically works with only 200 pts per side and the force organisation chart is reduced to:-

0-2 Troops

0-1 Elites

0-1 Fast Attack

You can also only take models with 3 wounds or less, vehicles can have max 3hp and 33 combined armour all the way around and no 2+ armour save is allowed. I think there may have been some more restrictions but I have already forgotten them. Also to be taken into account in the army construction is that you need to pick 3 specialists and a Leader so 4 models is a minimum. The specialists get to pick 1 extra ability from a 4 different lists and you cant pick more than one from each list. So basically you get access to things like split fire and stealth etc etc.

When it came to list creation for this I thought well lets get as much small arms firepower down as I can with also a bit of mobility to move to objectives. So with this train of thought I decided on a very elite little Kill Team of 4 Trueborn’s in a Venom with dual Splinter Cannons. I equipped 2 of the Trueborns also with Splinter Cannons 1 with a Blaster just in case of cheeky transports and the final guy had a Splinter Rifle. I thought this would be brilliant and would hopefully churn through infantry like nobodies business….Then I found out when I got to HQ and was watching the first game being played that every model acts as an individual model and that all my splinter cannons would be firing at 1 target each!!! (yes that includes the Venom shooting 12 times at 1 target). Oh No! Well as you may guess this list was not super effective as it could only kill a maximum of 6 models per turn.

My first game I played against my team mate and we played the mission “Seize the High Ground” where essentially we were fighting to get as many models onto the hill on the centre of the board by the end of the game..well at least that’s what the mission thought! Gavs Kill Team included a unit of about 10ish Guardians and 4 or 5 Warp Spiders ( I think this seems about right, sorry Gav if I got this wrong). Anyway I set up my 2 Splinter Cannons in a nice bit of cover (both specialists one with Stealth and the other with Split Fire) and the remaining Trueborns were in the Venom. Gav spread his army across his deployment zone and was allowed to deploy 2 models in outflank thanks to an ability of his leader. The game started well for me with the Splinter Canons killing 3 and the venom Killing another. Then on Gav’s turn he Warp jumped his spiders and killed 2 to rolling doubles, I really thought I was in for the win here and would romp on home….over confidence is a bitch! Due to the short range of the elder weaponry they all ran up the board and towards the objective so I took no casualties in this turn. So starting turn 2 I only had to kill a few more to break the Kill Team and have them start making LD rolls or running off the table for good so I carried on where I left off. Splitting fire the first Splinter cannon hit 4 times…0 wounds the second hit 3 times..2 wounds and both saved (not looking good here) then I homed in on the Kill Team Leader with the Venom and got 9 hits, 6 wounds and the little git saved them all!! I could not believe this I then shot the Blaster at him, hit and then proceeded to roll a 1 to wound. That turn could really not have gone worse if I had tried. Gav then basically systematically destroyed my entire Kill Team in 1 turn, Warp spider leader got in close and got 1 hit on the Venom, rolled a 6 to pen, my luck then continued on its downward slide and I failed my Flickerfield save. Gav then exploded my Venom killing 1 member inside only for the survivors to be gunned down by the remaining Warp Spiders. The 2 outflanking Guardians also turned up this turn both came in on the same flank and with some Eldar jiggery pokery moved an absolute mile to get in range and killed both of my Splinter Cannons. Tabled…brilliant! Well at least I got a VP for first blood I suppose.

Now for the next game I thought I would change things up a little, I didn’t have my whole collection of models with me so didn’t have a great deal of choice, so this time I had a unit of Kabalites with a Shredder and a Splinter Cannon with a minimum unit of Reavers with a cluster caltrop. Obviously I didn’t learn my lesson from the last game as the Bladvanes and the caltrops really were going to have a minimal effect as they can each only effect 1 model…idiot. This game was against Dave and his Imperial Guard, yes you guessed it Lasgun spam…I stood precisely 0 chance of winning this game as I was out numbered 5 to 1 and I lost initiative to have half my foot sloggers dead including the Shredder and Splinter Cannon. I couldn’t deploy to far back as the mission this game was to uncover some supplies and all the objective markers had scatter miles away from where I placed them. All I could see myself salvaging out of this game was 1 victory point so I sent my Reavers on suicide missions to avoid the whitewash. I basically targeted out Daves leader and Bladevane and Caltroped it to death..yes it did take all 3 of them my rolls were terrible and I Dave saved way more than statically should have. The game did go on for a few more turns as I just turbo boosted around killing a couple of guardsmen here or there but eventually under weight of fire my Reavers died. Not a great showing from the Dark Eldar.

Due to the relative high points cost of the Dark Eldar and their complete lack of survivability I don’t think Kill Team will ever be my forte to be honest. As an army we also excel in use of our vehicles and multi shot weaponry which as I found out to my detriment doesn’t help in Kill zone at all. I think I would have been better off fielding 20 Kabalite warriors with 2 Shredders mixed least then I could have shot at 21 targets (split fire on the Splinter Cannon).

I did play 1 last game against Scott and his Daemons but I feel bad even writing about it. But seeing as I was thrashed mercilessly in my first 2 games I will. Scott fielded the same Kill Team all day and it was a lovely looking team. I will admit to knowing precisely sod all about Daemons so going in I really had no expectations. The mission for the game was basically 1 team was attacker (Scott) and the other defender (me). The attacker had to move off models from the defenders table edge and got 1 VP for each model he managed with this. As the defender I got 1 VP for every 3 models of Scott’s I killed. Now Scott’s Daemons have no guns..yes no guns. I felt so sorry for him in this as he basically ran at my guns it was like Zulu. I will not go into blow by blow as basically I shot and he died, Scott was tabled and I lost no models. It was the worse possible scenario for him and he got the worst part to play. The game may have been very different if I was the attacker and had to break through a wall of Nurgle and Slannesh.

After all games were tallied up the Imperium forces won 5 out of 5 for by far the most impressive performance of the day The Eldar/Dark Eldar won 4 out of 6 (Gav played well at least!) The Forces of Destruction got a win early on for a 1 from 4 but most surprisingly was the Tau Empire who went the whole day without a win. As you may see from the videos the Tau players had far to much sugar and were far to hyperactive to actually play 40k yesterday so instead just gave there opponents some target practice!

I had a great day and it was such a laugh with a bunch of great guys but to be honest I don’t recommend Kill Team at all. I think it would be just as quick to play 500pt games of 40k (still not my favourite game) and if you wanted to play around with the Force Organisation chart to make the games different then why not. You could always use the Kill Team scenarios too with a bit of modification.

At this point in the original draft of this I harp on for a few hundred words about my issue with 40k, but seeing as I am still playing the game these issues cant be that bad as I still spend hard (not to hard) earned cash on GW systems. So due to this I cut it out, stopped moaning and contemplated on the fact that I had a great day and I am really looking forward to some more great games in a fortnights time.

Thanks for reading,



First post of the New Year…at last.

Well its been a while since I have update my blog at all and I will admit I have not been up to a great deal of hobby. I have received loads of trolls during the silly season and have basically stuck them all together and not really had chance to look at them again since.
I must have been a good boy as like I said I really did get a good haul (does include money sent by far away relatives…and surprisingly friends who don’t want Wayland games appearing on their statements) I thought I would list all the Trolls I received:-

Mountain King


Earthborn Dire Troll

Slag Troll

Storm Troll x2

Scatter Gunner boxes x 2

Scatter Gunner UA

Fennblade UA

Whelps x 2

Swamp Gobber Bellows Crew

I was really chuffed with all of these and I think with everything else I have I can really start putting out some good lists. This is where I am getting stuck. My mate Ben does sort of play Warmachine but he isn’t as excited about the game as I am and for some reason still prefers 40k ( I.. well I… God knows). He has a small Cryx list which he basically copied of the Hobbynomicon blog about Warmachine factions on the cheap, I have beaten this list a few times now and to be honest it really doesn’t hold up to my pGrissel “Red Tide” list. I just jam the crap out of him with Fennblades and then my Mauler Axer and Kreil warriors pretty much finish the job off. These games are also all 35pt games and I am finding I am not learning all that much as he doesn’t have the models to change up his list.I have had a few games with Ade and Andy from where I got a load of rules wrong but still had a great time even being crushed by Andy’s Butcher3 list. I am based in Telford Shropshire that doesn’t seem to have a big Warmachine meta at all, this is mainly down to the biggest shop in the area not stocking Warmachine and the club associated not even allowing it to be played their! I have been over to Titan Games in Lichfield which is a superb shop and Martin and the guys are a wealth of knowledge, but seeing as it is quite a distance away it is not convenient to pop over their after work for a game really. I am wondering If any of you guys are either local to me and Warmachine players up for some 50pt Steamroller 2014 games or know someone/a group of players close ish to Telford. I really want to start Tournament gaming this year at some point, so some mates to go with would be awesome and don’t want to be surprised by ever list that gets put in front of me.

So even though I haven’t had a game since 01/12/13 I have been listening to a lot of podcasts related to Warmachine and Hordes. I have a few favourites and I think without getting any actual game time they have helped with my game knowledge (even Crump from Muse on Minis has been helpful).

My top 3 podcasts are Muse on Minis where Jon and the crew chat a lot of Warmachine and have a great laugh while doing so. I have found Chad and Keiths opinions on the show to be particularly useful and Colin’s Christopher Walken impression was the funniest thing I have heard in a long time. For those that haven’t listened before they have a lot of different features that they do on the show including dojo sessions where one of the guys will ask the rest of the group to give opinions on a list they have been working on, List busters where listeners have put lists up on the forums and describe what they want to use the lists for, the guys will play the lists and give feed back on them. My favourite thing they do is the lightning round which is basically a Q&A but done at supposed speed but is hilarious.

Number 2 on the list is a relatively new podcast from Canada called Troll Patrol. Here at the moment there is a less static group that present the show it seems to change up a lot in the first 4 episodes they have put out. This though has been good as having multiple opinions on the subjects has been good. With this podcast they are a little local meta centric but the topics they talk about have been really interesting especially the episode about Tough and another about re-balancing the game.

I would have to say that my last pick even though a very new ‘cast with just 2 proper episodes released is quickly becoming my favourite. The Dark Omen clubs “Forgot to Feat” ‘cast is so well made and really fun to listen from start to finish. They pick some interesting topics that help all players improve their game from a competitive stand point which seems to be the ethos of their club which I am gutted is 3000 miles away from me as I would be there in a heartbeat! Their first cast they had a great discussion on what is now referred to as #ruleof3 on Twitter. Anthony basically bought up on the show how he likes to learn to play a faction, the whole idea is to pick 3 casters that you want to play, and play just can swap out the components of the lists at will though he did recommend to not swap about to much as this doe s somewhat defeat the point. The idea of the 3 lists from a competitive stand point is that this is the Masters tournament build. You want to pick lists that work well as a group and that you feel you could drop one or more of the lists against any opponent.

With the #ruleof3 in mind and also wanting to be a successful tournament player I have decided to take this approach to playing Trollbloods in 2014. Now from what I have read/heard/been told is that Cryx is Trollbloods major bad matchup, now I haven’t had much problem playing Ben with his Cryx but as he is also a new player and without being rude to him is not really testing me and due to the fact he has 1 list I am certain I am not seeing the real power Cryx are against Trolls. I don’t want to just pick 3 “Net Lists” either so I have refrained from jumping on the PP forums and do the obligatory “New Player First List” post just to have experienced players tell me what I should take as I don’t think this will help me.

From what I have learned about Cryx from watching top player a on Youtube thanks to EndGame Gaming (brilliant channel and should have way more subscribers than he does) I have come to an opinion that Cryx lists seem to be small based infantry spams for the best part. Bane Thralls look pretty damn scary escpecially combined with Bile Thralls exploding in my face. With this in mind I really think I need a way of removing a lot of infantry fast and efficiently which leads me to my first caster pick in the #ruleof3 pGrissel. I think a pGrissel list correctly structured should allow me to effectively remove a lot of infantry and also be effective as a list to take zones in scenario. Here is my initial list idea:-

PGrissel (+5)

Storm Troll 5

Impaler 5

Max Kriel Warriors 6

Kriel Warrior UA 2

Max Long Riders 11

Max Burrowers 6

Max Krielstone Bearers 4

Stonescribe Elder 1

Min Scatter Gunners 5

Scatter Gunner UA 2

Horthol 5

At the moment the list is 3 points shy of what it could be and I am not 100% sure what to use those points for at the moment. The plan for this list would be to deploy with the Kriels in front and jamming with them and the Burrowers. The Scatter Gunners are to spread out and mingle within the Kriels to spray through them for maximum effect. The Long Riders and Horthol I want to deploy in the back field of the army and use them with the Storm Troll animus to clear mass infantry on the feat turn. I am a little worried at how effective the Burrowers will be without the Fell Caller buff, I know I can fit him in the list but his buffs are less effective in a Grissel list as both his and her calls cannot be on the same unit at once. So on feat turn the Burrowers will not be able to be effected by either the feat or the Fell Caller. I am beginning to think this will be a worth sacrifice to make them useful for the rest of the game.

My other 2 lists in this #ruleof3 are less confirmed, mainly due to lack of experience playing to be honest. I know I want to use more warbeasts in the next 2 lists as they are some of the reasons I picked Trolls to play, I would also love to have the Mountain King in a list too, because it seems a waste having such a beast of a model just sat on a shelf! I think I require from the remaining lists something that is good at cracking heavy armour and I really fancy getting Hunters Grim into the selection of lists. Haven’t had chance to play him yet so have no idea what his strengths and weaknesses are but want to do a mixed arms list with him to utilize his feat turn, and will try to run without the Krielstone as I think he might be a bit Fury hungry for it. As for the third caster as of yet I have no clue, I would like to do one of the Madraks or Doomshapers. I am leaning towards pMadrak or eDoomshaper as I think they will both run quite nicely with a good chunk of beasts and I need a place to put Mulg.

Any advice from you guys would be really helpful.

Right that’s enough babbling on from me I might actually go paint something!

Thanks for reading!



Looking for a Tournament to go to

Happy New year all!

I hope you all had a happy silly season and got all the toys you wanted. I got a nice addition to my Trollbloods army/collection, the rather impressive looking Mountain King. He is already stuck together and base coloured so shouldn’t be long before I have some pics up here. Right anyway less of that nonsense and back to what I actually wanted to talk about.

I have made a gaming New Year’s resolution of sorts and that is to go to at least 4 Warmachine/Hordes tournaments in 2014 and to find a club local that actually plays the system. First off with the club, I live in Telford Shropshire and I know the Dudley Darklords are close to me and they play PP games and was wondering if anyone knew when there Christmas break finished? And if any readers are localish if they had any other suggestions for clubs to go try out?

Next is this whole tournament resolution. Does anyone know of any happening in the Midlands area? Preferably a 1 dayer as a whole weekend is a little difficult to do at the moment.

Thanks in advance for any help you guys can be with this.



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