Showing posts with label Carver. Show all posts
Showing posts with label Carver. Show all posts

Monday, October 29, 2018

Journeyman Guide - Minions (Farrow)

So, my friends over at Line of Sight have been creating Journeyman League guides all year. These guides are designed to fit a relatively competitive list into a Journeyman League and have been very instructional to read. However, when asked, in a semi-jesting tone, about a Farrow Journeyman League guide, I was informed it would not be happening until Farrow received a CID.

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
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
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
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
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!

Saturday, April 15, 2017

Battle Report #7: Minions (Lord Carver) vs Trollbloods (Borka2)

I finally got my Heavy Warbeasts back from painting - they look gorgeous!!! - and gladly pulled out the Farrow for a few games to shake the rust off. Let's just say they were really rusty ;)

For this game, my list consisted of my favorite 'caster, Lord Carver. His list was:
Theme: The Thornfall Alliance
Lord Carver, BMMD, Esq. III [+28]
- War Hog [15]
- War Hog [15]
- War Hog [15]
- Battle Boar [7]
- Battle Boar [7]
Maximus [4]
Farrow Brigands [15]
- Farrow Brigand Warlord [0]
Farrow Brigands [15]
- Farrow Brigand Warlord [0]
Farrow Razorback Crew [5]
Farrow Razorback Crew [5]

I was just starting to use this list when I sent my Heavy Hogs away, and really like the potential. Carver gives those Brigands a +3 attack swing on their Prey targets, which makes them RAT 8! And Maximus has the potential to munch a large group of infantry (I've never actually had the chance, though) during Feat turn. The Razorbacks are iffy with their RAT 4 (RAT 5 when close to Carver), but really they are there to provide a couple of shots and give me free Warlords.


My opponent was playing Borka2 and had this picture he had found on the internet that he wanted to "recreate" once I got my Pigs back.


His list was as follows:
Borka, Vengeance of the Rimeshaws [+29]
- Rok [21]
- Dire Troll Mauler [15]
- Dire Troll Mauler [15]
- Troll Bouncer [9]
Totem Hunter [6]
Wrong Eye [17]
- Snapjaw [0]
Trollkin Fennblades [15]
- Fennblade Officer/Drummer [5]


The scenario we were playing was Take and Hold. The crates were obstacles, and the center pile was an obstruction. Both buildings were obstacles, and the ruin was rubble. Minions won the initial roll-off, and chose the side with the buildings.

Trollbloods - Deployment
The Fennblades deployed on the right, bunched between the central forest and water. Borka and his Trolls deployed on the other side of the forest with Wrong Eye and Snapjaw beside them. The Totem Hunter then deployed in the central woods.


Minions - Deployment
First unit of brigands deploy behind the building, with the intention of running around the building. This ended up being a faulty assumption. A War Hog deployed on that flank, with a Battle Boar for Primal support. Both Razorbacks deploy behind the line of crates, and Maximus deploys next to them. In the right gap, the other two War Hogs deploy with a Battle Boar and Lord Carver. Behind them deploy the Brigands. The lefthand brigands put Prey on a Mauler, and the righthand brigands put Prey on the Fennblades.


Trollbloods - Turn 1:
Totem Hunter runs up behind the pile of crates in the middle. Fennblades run up and spread out. Rok runs up behind the Fennblades. Maulers run up, with Wrong Eye and Snapjaw behind them. Borka moves up and casts Snow Shroud on the Fennblades and drops a Fury.

I forgot to take a picture ... :(

Minions - Turn 1:
Carver starts the turn off, and realizes pretty quickly he deployed too far to the right - the left hand portion of his battle group is not in control. Oh well, easily fixed (but I've been doing this a lot lately, need to pay more attention). Carver casts Batten Down the Hatches and Mobility, and advances towards the center of the table. This gets everybody back into control.

Left side War Hog runs, and the Brigands move up behind him. I had originally planned for them to run around the left side of the house, but for some reason changed my mind. This put a real jam into that side - not good. Battle Boar moves up as well, with the two Razorbacks moving up behind the crates. Maximus enthusiastically ran towards the Totem Hunter (he was the Totem's Prey, if I remember right).

On the right side, Carver realized he was just slightly in the charge range of two Fennblades (13" threat is scary!), so had two War Hogs run up to flank him. The Battle Boar ran up, too, with the Brigands spreading out behind.


Trollbloods - Turn 2:
Borka snags all of his Fury and upkeeps Snow Shroud. Totem Hunter moves around the crates (dang, 7" is a long ways) and engages Maximus - then he jumps over Maximus and lands amidst the Razorbacks! He easily slaughters one unit, and Sprints to engage the second in the back.

The Fennblades advance, using No Quarter to Run/Charge and engage my lines. Two of them take swings at Carver, but do no damage. They then reposition slightly.

Dire Trolls advance towards the left side flag, getting into position to take on that flank.

Rok runs towards the right flag - not to actually do anything with it, but to be in position next turn as well. Borka joins him, casts Battle Charged and then Feats. And now I understand why Snow Shroud was so important - his whole army now causes any model that hits them in melee to become stationary as soon as the attack is resolved! Well, the Trollbloods portion of his army, anyway. We then find out the furthest left Dire Troll is outside of control - ouch!

Bouncer advances up behind the Dire Trolls, and Wrong Eye and Snapjaw advance as well. Wrong Eye casts Star Crossed, Snapjaw Submerges and riles.


Minions - Turn 2:
Carver leeches Fury and goes into the tank. That Feat really puts a damper on my plans, and I spend a long time trying to determine how to handle going stationary. First, my only real targets are the Fennblades, and they are not worth having a War Hog go stationary to kill one. The really hard part is they are also engaging everyone but Maximus across the front lines.

After some serious thought, things start to happen. Brigands move up to swing at the Fennblades on the left. One of them ends movement within 6" of a Dire Troll, and the huge beast charges forward (Battle Charged gives Countercharge). He misses his attack, though. :) Now the Brigands can swing, and they kill the two Fennblades on that side. The problem is that now the Dire Troll blocks the path the War Hog had to the Dire Troll out of Borka's control area. :/ *sigh* - more change of plans.

Maximus moves up and swings, taking out a Fennblade and going stationary. The left side Battle Boar moves over and swings at the Totem Hunter, boosting to hit. He misses and swings again, boosting to hit. He misses, buys an attack, and misses. REALLY?!? The Razorback crew, rather than shooting a Fennblade as planned, turn and swing at the Totem Hunter, missing of course.

Brigands on the right flank, after some serious thought, move up and whack/shoot the Fennblades on that side. Several go stationary, but they clear a path for the Battle Boar. The Battle Boar then runs up and engages Borka and Rok - mainly to be an annoyance that has to be dealt with.

Carver backs up between his two War Hogs as far as possible (still staying within melee range of the Fennblades) and casts Batten Down the Hatches and camps three. His flanking War Hogs blow snot on the Fennblades. The left hand War Hog, after a lot of premeasuring, determines he can't get to Snapjaw without multiple free strikes and moves to engage the backline Fennblades.


Trollbloods - Turn 3:
Borka leeches Fury and lets Snow Shroud drop. The remaining Fennblades shuffle slightly with Vengeance, with two swinging at Carver, again doing nothing, and one putting a serious hurt onto Maximus.

The Fennblades go first, killing Maximus and doing slight damage to the non-guardian War Hog, but they lose the Drummer to a free strike, so no more Reposition.

With Maximus dead, the Totem Hunter switches Prey to the left hand Brigands and jumps, leaving his combat and landing next to the Warlord. Two swings, and the Warlord lies dead.

The Dire Troll in front of those Brigands moves over behind the War Hog, and starts swinging. Due to some bad dice rolls, the Hog lives! And the Trollbloods bad luck continues, as Rok moves around the Battle Boar (taking minimal damage from the free strike) and fails to do anything significant to the right guardian War Hog.

Snapjaw moves up, and through more bad dice rolls, leaves the left hand War Hog (that was already smacked by the Dire Troll) knocked down and on two boxes. He lives!! :)

Borka, now with a clear lane to Carver, decides to go for it and charge in. He moves up, casts Primal - oh wait, Primal can only affect Warbeasts. That is unfortunate for Borka :( He swings with Trauma, misses the initial (charge) attack. Buys an attack, and deals minimal damage. He then realizes Carver has three fury, he has three attacks, and there's no way he is killing Carver. He casts the Bouncer's animus - no knockdown or push - and camps two.

The Bouncer moves up, as does the Dire Troll that was outside of Borka's control, and finally - after lots of premeasuring - Wrong Eye as well, casting Star Crossed to get as many enemy models as possible.

No picture of this turn, to much going on

Carver leeches Fury, and the Battle Boar in the back actually fails to Frenzy! Yeah, get those low dice rolls out early.

Carver then activates, casts Primal on the right hand War Hog, casts Batten Down the Hatches (just in case there's another turn), and Feats. He does take a swing at Borka, but does nothing.

The Battle Boar behind Borka activates, casts Primal, and advances into melee with the Trollblood. Three swings and decent damage leave Borka on no transfers.

The right side Brigands shuffle, getting out of the way of the War Hog, and take a couple swings at Rok. This was a mistake, as Rok is Stumbling Drunk with Borka and he moves around slightly - luckily for me he does not stumble into the location I need that War Hog!

The right hand War Hog moves slightly around Borka to get out of Star Crossed range, and puts two punishing axes into the warlock, killing him.

Victory for Minions!!