I have been checking the poll the past couple of days, making sure that I am able to create a representative article for each category by the end of the week. Without my blog being up and running for more than a week there are already a bunch of votes for some list building articles, so I am happy to oblige!
I have been toying around with the idea of starting Mohsar for some time. The one thing that has always been an obstacle for me is where to actually go with him. He has so many (6) spells at his disposal, and a whopping 4 of them are unique only to him (Crevasse, Sands of Fate, Pillar of Salt, Sunhammer)! What makes it even more frustrating is that he has a great infantry clearing spell (Crevasse), he has the best teleporting spell in the game (Sands of Fate), an awesome offensive upkeep that can be cycled well (Curse of Shadows), and a subtle-but-awesome board control spell (Pillar of Salt).
It's a bit overwhelming! How do I use him? How can I make the most of his spell list and his abilities? What beasts would be good with him? These are all questions I have asked myself when thinking about making a list with him. Personally, I decided that there was one spell that I thought was really neat and I wanted to take advantage of it.
Three guesses as to which spell it is |
List 1: Sand and Stone (50 points)
Mohsar (+5)
-Woldwyrd (5)
-Woldguardian (9)
-Woldwarden (9)
-Woldwarden (9)
Druids of Orboros (7)
-Overseer (free with tier 3)
Druids of Orboros (7)
Stoneward and Woldstalkers (5)
Shifting Stones
Shifting Stones
Break it down Woldwarden! |
SLOW BUT HAVE RAM FISTS! |
The shifting stones in this case will likely just be around for healing your constructs (as you cannot heal them otherwise) and the occasional teleport, but with Pillars of Salt and all of your Druid vortexes, I imagine that you will be able to position your constructs in relative safety. The Stoneward and Stalkers are surprisingly great at hitting heavies with some pain (concentrate fire) and upkeeping Mirage on them is certainly a good decision, as they can potentially move 5" per turn and still gain the aiming benefit, or you can move them 2" from mirage to get that little bit closer so that you can make sure everyone is in range for their concentrated shots. With all of the other threats on the board, I find that these guys are often the last to be targeted - certainly an advantage! Plus, between the two Druid units and the Woldwyrd, spellcasters will certainly have a hard time laying much hurt on you as you slowly advance forward.
This list is certainly slow - especially so for Circle - but it will certainly survive an attrition game well, forcing your opponent to smash through tons of salt to get to you, but that's okay as long as you have Sunhammer upkept!
Jackal! Jackal! It's a jackal! It looks like a jackal! |
Mohsar (+5)
-Woldwarden (9)
-Gnarlhorn Satyr (8)
-Pureblood Warpwolf (9)
-Warpwolf Stalker (10)
Druids of Orboros (7)
-Overseer (free with tier)
Druids of Orboros (7)
Stoneward and Woldstalkers (5)
I actually like this list more than the one above and although they look very similar, I feel like they will be very different. The first thing that you will note is the great variety of furry warbeasts... and also the lack of a Gorax. Curious... but there is a reason. First of all, since we have 4 heavy warbeasts, that means we now have 4 pillars starting on the board thanks to our tier 4 benefit. This means that we can potentially make a 24" wall across the board! Another thing that I have thought of is using spell pillars to block the tier pillars, creating a doubly thick wall so even if your opponent could punch a hole through them, there's another layer of protection! It's like wearing two... oh wait, nevermind.
Oh Pureblood, you so tricksy! |
Jackal! It looks like a Jackal! |
Wait... what is a Pillar of Salt again? Oh it's an obstacle. Oooooh! That's right! That Stalker can play hit-and-run all day with the enemy because you can keep him behind a wall of pillars (or even the tier benefit ones that stick around) and, using his animus, he can run through them, kill some stuff, and then run back to safety. This allows you a little more freedom with your order of activation, as you can activate Mohsar first and do what you want, and those pillars won't get in your Stalker's way! Now you might understand why I'm torn between taking a Feral and a Warden, and maybe way I don't take a Gorax (you don't want to auto-frenzy if you're going to hide behind some pillars).
In the end, I think that with the pillars for an extra die with the Gnarlhorn or Woldwarden, and geomancy with Curse of Shadows, that the Feral might not be as necessary. If I find that heavies are difficult to deal with, that Feral might tag out the Warden, but the Stalker can also lay on some hurt if I need to and run away to safety. I generally think that this list is better designed for scenarios, as you can clear control areas of all infantry and then secure the location with pillars, while keeping yourself well protected from spells and close combat. The one major weakenss is that Mohsar cannot defend himself against a good ranged assassin like either Caine. That said, I think that this list will give Cryx a huge headache, and that's what I love about it! I might not take this as a first-list, but it's certainly a great second one.
I certainly don't pretend to be an expert, your mileage may vary, but I will certainly be playtesting both of these lists in the coming months, so I will let you all know how it turns out and which one I will be more fond of!
Stay classy! |