Sunday, June 10, 2012

A Mohsar List by a non-Circle Player

I've been asked to build a Mohsar list for Caleb using the Team Building method I outlined a while back.  This will be a little less in-depth than my pMorghoul Team Building exercise, but hopefully will cover all the bases.  Here's the list:

Mohsar, the Desert Walker (+5)
*Warpwolf Stalker (10)
*Wold Warden (9)
*Gorax (4)

10 Tharn Bloodtrackers + Nuala (10)
Shifting Stones + Stone Keeper (3)

Gallows Grove (1)
Gallows Grove (1)
Blackclad Wayfarer (2)

I've decided to split this up into 5 teams, which will operate in 2 rough groups.
Team 1:  Warpwolf Stalker, Wold Warden
Team 2:  Gorax, Shifting Stones, Blackclad Wayfarer
Team 3:  Tharn Bloodtrackers
Team 4:  Gallows Grove, Gallows Grove
Mohsar can be anywhere, but he'll probably stay behind Team 2 most of the time.

Team 1's jobs will be to Kill Heavies, Hit and Run, and Assassinate, although they'll have a secondary ability to Clear Infantry as well.  The Wold Warden and the Stalker provide good support for each other here.  The Wold, while offensively sort of a wet blanket, provides great spell support.  Curse of Shadows both increases the Stalker's damage potential against hard targets, and lets it move through or disengage from an infantry unit safely.  Mirage is good on either beast.  Crevasse means that both the Stalker and the Warden have something effective to do against infantry.  Finally, the Warden's animus is a good way to give the Stalker Prowl.  The Stalker, in addition to being an offensive powerhouse, lets the Warden make use of Lightning Strike to sprint after charging into melee.
I see Team 1 as a skirmishing formation.  The Stalker will hit and run with Lightning Strike, while the Wold Warden will stay around where the Stalker wants to end up, providing support and doing damage with Geomancy.  Mohsar will often be covering them with a couple of Pillars of Salt for protection.

Team 2 is mainly support for Team 1.  The Gorax is there to buff the Stalker's offensive potential, although it will probably also make supporting charges in the mid-game.  The Blackclad is there to buff the charge range of both heavies, although it too can do some damage with Stone Spray.  The Shifting Stones are mainly around to heal and manage Fury, although they should always be in a position to teleport a beast, especially the Stalker, before it activates.  Teleportation is fairly situational, but if the opportunity is there, it's great to have.

Team 3's jobs are to Eliminate Support, Kill Heavies, Clear Infantry, Hit and Run, and Alpha Strike.  Like Team 1, Team 3 is good against a variety of targets, and Reform gives it a similar ability to play offensively and retreat a bit.  If it's better to charge in, Bloodtrackers are incredibly fast.

Team 4 will give Mohsar a way to provide Spell Support to the Bloodtrackers, who can benefit a lot from Mirage, or having Curse of Shadows and Crevasse ready to hand.  Running both Groves together lessens the chances of losing that support to a stray cannon ball.

Mohsar will mostly hang just behind Team 2, where he can cast Animi on key models if he needs to.  He'll also throw out Curses of Shadows and Crevasses to support Team 3 as needed.  His main job, though, is to cast Pillar of Salt.  This will let both Team 1 and Team 3 skirmish effectively.  Mohsar should generally cast 2 to 4 pillars per turn depending on what he's upkeeping, and should generally activate late in the turn to do it after all the mainliners have retreated.

Theme-wise, the list focuses on Flexibility and Denial.  It has no trouble with rough terrain, and Mohsar's Pillars of Salt can really slow the enemy down.  Between the Tharn and the Stalker, it has great hitting power as well.  I might swap the Wold Warden and Blackclad for Megalith, but with character restrictions, I'd take the Warden.
No doubt it will need some refinement as Caleb finds out if it'll work for his playstyle, but there it is.

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