This makes me sad. I love the Farrow. I love the models, I love the fluff, and I love the tactics. While they are probably never going to be top tier armies, I believe they can be very serviceable and quite surprising in their effectiveness. So, I've decided enough is enough, it's time to put away the shiny new toys (AKA Gatormen) and return to the faction (or at least, sub-faction) that has my heart!
With all of that in mind, I'd like to start out by writing my guide to a Journeyman League that features Farrow. I will be starting with the suggested battlegroup in JL2018 rules (since Farrow don't have a battle box) and proceed from there. A special thanks to Jaden at Line of Sight for his help with suggestions and bouncing ideas off.
For this guide, we are going to be looking at two effective warlocks in two different themes (The Thornfall Alliance and Will Work for Food). Just a reminder, Journeyman Leagues follow a points progression each week, as follows:
Week 1 - 0-point Armies
Week 2 - 15-point Armies (battlegroup only)
Week 3 - 30-point Armies (theme forces allowed)
Week 4 - 45-point Armies (caster swap allowed)
Week 5 - 60-point Armies
Week 6 - 75-point Armies
Also, remember that once you have added a model to your army, you have to keep it in your army - except Week 4 when you are allowed to swap your caster.
WEEK ONE
As previously stated, Farrow has a special battlegroup used in Journeyman Leagues, since they don't have a retail battle box. That battlegroup consists of the following:
Helga the Conquerer [+29]
- War Hog [15]
- Battle Boar [7]
- Razor Boar (2) [7]
Helga is mainly used with infantry to set up assassinations; however, while not overtly strong, this battlegroup does give some interesting play.
- The Razor Boars can be used to provide some Countercharge protection for Helga, as well as being useful on her feat turn to slam models, clearing a path for her assassination run.
- Typically, the Battle Boar is used to clear infantry (which it does very well with Adrenalize combined with its animus Primal) and to provide extra punch with its animus. While useful at this level, it will really shine at later point levels.
- The War Hog is the front-line beatstick of the Farrow, with good reason. Aggression Dial gives it +2 STR (making its axes P+S 18) and with three initials can easily destroy opposing heavies, especially with Primal! Also, don't forget the critical knockdown on its tusks!
- Helga, as mentioned, is mainly an assassination warlock, especially at this point level. Dash and Cyclone can give her an extreme threat range, and her feat can be used in multiple ways, all designed to make the enemy easily hit and dispatched. Put Defender's Ward on a War Hog and suddenly you have a DEF 14/ARM 20 heavy that is going to be very difficult for an enemy to deal with!
WEEK TWO
This week is a fairly easy decision, as no matter what direction we go in the future, the same addition is made - an additional War Hog. This vanguard heavy rewards both of our future warlocks with increased hitting power and durability, as well as being an effective addition (and easily added at 15 points!) at this point level.
Helga the Conquerer [+29]
- War Hog [15]
- War Hog [15]
- Battle Boar [7]
- Razor Boar (2) [7]
WEEK THREE
Ah, now it's time to see some divergence in our lists. The Thornfall Alliance theme rewards more of a combined-arms approach (especially with the proposed warlock) while Will Work for Food is more solo centric, alleviating some of the issues facing Farrow warlocks.
Thornfall Alliance | Will Work for Food |
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For The Thornfall Alliance theme, it's an easy week - we are going to start building up our infantry presence! This is done by adding a min unit of Farrow Brigands with their command attachment, the Farrow Brigand Warlord. The Brigands are an extremely effective unit, with Dig-In and Hog Wild, and get even better with Prey and Reposition [3"] from the Warlord. Also, Brigands will be forming the backbone of the army under this theme. Helga the Conquerer [+29] - War Hog [15] - War Hog [15] - Battle Boar [7] - Razor Boar (2) [7] Farrow Brigands (min) [9] - Farrow Brigand Warlord [4] |
In the Will Work for Food list (we actually aren't taking the theme yet), things are a little more complicated. We are actually setting up to have a big week next week, so we are only taking solos (again, we aren't applying the theme yet, so they are not free) and will be playing points down. We are going to start with adding a Gatorman Witch Doctor. The Witch Doc Croc (I just love saying that!) has one major ability we are counting on, and a couple minor ones. First, he grants Ghostly. This is huge, as it basically gives Pathfinder to one of our 'beasts, which is really difficult for Farrow warlocks to pass around. He does have two minor benefits as well - a Magic Weapon (seriously lacking in this list) and Sacrificial Strike (used as a last ditch effort in assassination typically). Next, we are going to add Lanyssa Ryssyl, Nyss Sorceress. This little lady helps in all sorts of ways - Hunter's Mark speeds up our army (and our 'beasts charge for free!) while Ice Bolt can provide a surprising magical attack if needed. She has Prowl to help her survive being sniped out, as well as a very good DEF 15, which means she will be able to camp flags if necessary. Our last addition this week will be the conjoined twins Kwaak Slickspine & Gub, Croak Sorcerers. The little guys, joined at the waist, are able to cast two spells a turn - and they have some good ones! Enliven can speed up the warbeasts, getting them in position that much quicker, or allow them to back up from a charge. Heal has obvious benefits, getting our 'beasts back into fighting shape. A Venom or two can help thin the opposition's ranks, allowing our big heavies to get where they want to be. And Mudfoot, which I actually dislike due to its short range, can still be used to slow down the enemy and make them re-evaluate their plans. Be careful with them, though, as they have an easily hit DEF 12 and no weapons (which means they can't engage models or get free strikes). Helga the Conquerer [+29] - War Hog [15] - War Hog [15] - Battle Boar [7] - Razor Boar (2) [7] Gatorman Witch Doctor [4] Lanyssa Ryssyl, Nyss Sorceress [4] Kwaak Slickspine & Gub [4] |
WEEK FOUR
Ah, Week Four - time to swap out Helga for a different warlock. While Helga can be a fun warlock, the two new 'locks are the defining warlocks in the Farrow sub-faction - at least in my opinion. Lord Carver is an awesome caster, able to excel in a variety of situations, while Dr. Arkadius can easily turn his battlegroup up to devastating levels.
Thornfall Alliance | Will Work for Food |
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Adding Lord Carver, BMMD, Esq III at this point level drops a warbeast point, but that's okay as we were playing two points down last week. With Batten Down the Hatches and Mobility, Lord Carver makes his battlegroup both tougher (+3 ARM) and faster (+2 SPD and Pathfinder), allowing for greater threats on a consistent basis. Be careful, though, as this will leave him with no fury each round - make sure you keep him protected! Also, his feat allows his army to go bonkers - an additional die (so you can still boost!) on damage rolls and Overtake makes for a devastating alpha. Finally, his Veteran Leader ability makes all of the Farrow warriors around him more accurate - really helping the Brigands. Speaking of protecting Lord Carver, we will be adding a unit of Farrow Valkyries at this point level. These ladies bring Shield Guards to the table, as well as some offensive capabilities that can be surprisingly dangerous in Vengeance and Gang. To finish out the points at this level, we maximize the unit of Brigands (after all, who doesn't like more guns?), which gets us to a level that we get a free model. :) We will be using that free model on ... Lanyssa Ryssyl, Nyss Sorceress. See above for why she is such a good add for the Farrow. Lord Carver, BMMD, Esq. III [+28] - War Hog [15] - War Hog [15] - Battle Boar [7] - Razor Boar (2) [7] Lanyssa Ryssyl, Nyss Sorceress [0] Farrow Brigands [15] - Farrow Brigand Warlord [4] Farrow Valkyries [8] |
Dr. Arkadius has three more warbeast points than Helga, and we are going to take advantage of that to diversify some of the 'beasts being added over the next few point increases. The mad doctor also brings some serious battlegroup abilities that make his warbeasts living terrors - spells like Forced Evolution (+2 STR and DEF) and Psycho Surgery (each model in battlegroup heals D3+1) make his warbeasts very difficult to kill; his feat (all warbeasts he controls may immediately Frenzy) and Aggravator (his warbeasts gain Hyper-Aggressive) increase his battlegroups threat ranges; and Forced Evolution, Crippling Grasp (-2 SPD, STR, DEF, and ARM to target unit/model), and Raw Adrenaline (from his Needle) all make killing things easier. With his increased battlegroup points, we are going to diversify his battlegroup by adding the second heavy available to Farrow warlocks - the Road Hog. This 'beast loves to get stabbed by Needle, allowing all attacks made from his flame thrower (a SPR 10 weapon!) to be fully boosted! And with a SPD boost and Assault, those flames can really reach out and touch something. :) His animus, Sprint, also allows him to attack and retreat as necessary to continually apply flame thrower where needed. We are also going to activate the Will Work for Food theme force, to make the three solos free. The way we get three solos free is to also add Dahlia Hallyr & Skarath. Yes, you're reading that right - this week we are adding TWO heavy warbeasts to our list, as well as a lesser warlock with tricks up her sleeve. What tricks? First (and most obvious) is Haunting Melody, which prevents living enemies from receiving orders (which means no charges) and prevents Dahlia from being attacked! She also has Mist Walker, which gives a model in her battlegroup (normally Skarath) Pathfinder - remember, this is rare for Farrow lists. And she brings Skarath - who has an awesome spray (SPR 10 corrosion!) that benefits from Arkadius' Needle, just like the Road Hog. And with Counterblast, it can shoot its spray at anyone engaging it in melee - nice! Dr. Arkadius [+32] - Road Hog [16] - War Hog [15] - War Hog [15] - Battle Boar [7] - Razor Boar (2) [7] Dahlia Hallyr [17] - Skarath Gatorman Witch Doctor [0] Lanyssa Ryssyl, Nyss Sorceress [0] Kwaak Slickspine & Gub [0] |
WEEK FIVE
Both lists this week are going to add a little more shooting, surprisingly, but in much different methods. Note both lists are still playing down a couple points - Lord Carver by two and Dr. Arkadius by one - but this will be mitigated next week.
Thornfall Alliance | Will Work for Food |
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Lord Carver will be adding a second unit of max Farrow Brigands, for much the same reasons as the first was added. I've consistently seen a full unit of these guys put some major hurt on opposing armies, killing heavies and decimating infantry. And with the points from the max unit, they get to add their command attachment for free - bonus! Lord Carver, BMMD, Esq. III [+28] - War Hog [15] - War Hog [15] - Battle Boar [7] - Razor Boar (2) [7] Lanyssa Ryssyl, Nyss Sorceress [0] Farrow Brigands [15] - Farrow Brigand Warlord [4] Farrow Brigands [15] - Farrow Brigand Warlord [0] Farrow Valkyries [8] |
Dr. Arkadius continues to add to his battlegroup, bringing a second Battle Boar this week. He also works on fixing a couple of small issues with this list - namely clouds and Magic Weapons - by including a Bog Trog Mist Speaker. This allows one of your heavies to ignore clouds, as well as deal with pesky Incorporeal models. Or, if those aren't helpful, brings a small cloud around with him so the good Doctor can hide. Speaking of clouds to hide in/behind, we are also going to tack on a Swamp Gobber Bellows Crew. These little guys bring a big cloud, helping Lanyssa hide or just providing concealment on the approach. They are also good for holding zones, since they will be DEF 17 vs shooting and have such a small footprint they can be difficult to remove. We are playing down points again, but that is to set up a big final week. Dr. Arkadius [+32] - Road Hog [16] - War Hog [15] - War Hog [15] - Battle Boar [7] - Battle Boar [7] - Razor Boar (2) [7] Dahlia Hallyr [17] - Skarath Bog Trog Mist Speaker [4] Gatorman Witch Doctor [0] Lanyssa Ryssyl, Nyss Sorceress [0] Kwaak Slickspine & Gub [0] Swamp Gobber Bellows Crew [2] |
WEEK SIX
Ah, week six - the final week of the League. By now, you've hopefully played lots of games and have a firm grasp of your armies. You've also, hopefully, been keeping up with the painting and have a fully painted army to play with! :) The changes in week six are minimal, especially in Will Work for Food, and should expand on the already fully capable armies you have.
Thornfall Alliance | Will Work for Food |
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More shooting is added to this list in the final week, this time in the form of artillery! We are going to add two Farrow Razorback Crew, shuffling the free points to these mobile shooting platforms. While slow (SPD 3, 4 with the grunt) and not very accurate (RAT 4 is hard), they do have a place in this list. Lord Carver helps their RAT with his Veteran Leader ability, while Advance Deploy and Reposition [3"] means they can keep up with your army. And RNG 14, POW 14 missiles can hurt lots of opposing nasties - especially with Brutal Damage on a direct hit. They really enjoy a run-and-gun type of style: moving up, shooting, then repositioning back out of harm's way. The last points for the week are going to go to a min unit of Farrow Commandos. With the same stats as the Brigands, they may seem like a less useful unit than another unit of Brigands, but their real advantage comes from the Thornfall Alliance theme - the Commandos get to Ambush! That allows these sneaky buggers to get into your opponent's backfield and hunt support solos or contest flags or zones. Lord Carver, BMMD, Esq. III [+28] - War Hog [15] - War Hog [15] - Battle Boar [7] - Razor Boar (2) [7] Lanyssa Ryssyl, Nyss Sorceress [4] Farrow Brigands [15] - Farrow Brigand Warlord [4] Farrow Brigands [15] - Farrow Brigand Warlord [4] Farrow Commandos (min) [9] Farrow Razorback Crew [0] Farrow Razorback Crew [0] Farrow Valkyries [8] |
This week is simple - add a support unit and ANOTHER heavy. First, we are going to add a minimum unit of Farrow Bone Grinders. These guys really come along for Craft Talisman, allowing Dr. Arkadius to stay even further back from the front lines. They can also do serious damage to opposing warbeasts, rolling 4D6 on charge and applying Grievous Wounds. And, if necessary, they make great targets for the Witch Doc's Sacrificial Strike ability. :) And finally, we are going to add a second Road Hog. That gives the list three SPR10 attacks, all at POW12! And two of the cause continuous fire while the last gives continuous corrosion. Talk about a nightmare for opposing infantry! By the way, this new warbeast makes the Mist Speaker free as well. On a side note, a Road Hog can threaten 28" with a fully boosted spray attack under Dr. Arkadius - that's insane! Dr. Arkadius [+32] - Road Hog [16] - War Hog [15] - War Hog [15] - Battle Boar [7] - Battle Boar [7] - Razor Boar (2) [7] Dahlia Hallyr [17] - Skarath Bog Trog Mist Speaker [0] Gatorman Witch Doctor [0] Lanyssa Ryssyl, Nyss Sorceress [0] Kwaak Slickspine & Gub [0] Farrow Bone Grinders (min) [5] Swamp Gobber Bellows Crew [2] |
And there you have it - two very serviceable armies that will be able to take on most opponent's. In a more competitive environment, the Razor Boars from both armies will most likely be dropped. For Lord Carver's Thornfall Alliance army, he would also probably drop the Commandos and take a third War Hog (I like the three initial attacks on the War Hog over the flame thrower on the Road Hog for Lord Carver). For Dr. Arkadius' Will Work for Food list, I would probably add a second Battle Boar. This gives two Primal bots, as well as good infantry clearing capability. I know others argue for Gorax Ragers over Battle Boars, and since they are the same points, it wouldn't change the list that much.
Thanks for reading!
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