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So i picked up Primal and took a good look through, finaly settled on Circle. If i ever do another faction it'll likely be Legion. I've come up with two possible lists for Krueger, to be honest i don't know if either one is effective. Keep in mind that i don't have Evolution so i wont be using units from that, but i plan on picking it up soon.
Druids of Orboros
Tharn Ravagers (6)
The Ravagers would go up with Krueger and benefit from his Wind storm, druids close behind. The warpwolf will be taking on big targets and the Warden will be casting forked lightning on infantry, then melee-ing larger targets with the Wolf. Druids sit back and blast stuff or protect other units from spells.
My problem with this list is its size, to me it seems a bit too small.
Druids of Orboros
Tharn Bloodtrackers (
Wolves of Orboros (
Same basic strategy, wolves go up with Krueger and the druids stay a bit back, the Warden zaps while the watcher bashes. The bloodtrackers go around to flank them or deny mobility, probably gonna give them the Watcher's animus. I think this one might have more trouble with tough warbeasts. I could also replace the Bloodtrackers with another Woldwatcher.
Which list would be more effective? Any suggested changes?
One thing that immediately pops to mind that you want to look at is your fury management.
Basically, it is very, very helpful for you to have the option of 'spare' fury at any point, and for a high fury warlock like Krueger, you want as much available to you as you can, every turn.
What you will probably find is that you will be fine for 1-2 turns, as you generally jostle for position, not really exerting your beasts or spending a huge ammount of fury in spells etc.
After turn 2, things start turning nasty.
Krueger especially burns through a lot of fury when I use him, casting spells and boosting his damage pretty much every turn from 2 onwards, as you try and blast as much of the enemy force as possible with your lovely lightening spells...
This means that you will probably be needing to leech 5-6 fury minimum, which (obviously) requires you to have 5-6 fury floating around each turn.
With only 2 beasts (and in the second list, only 2 beasts with *very* low fury stats), you will constantly be running your beasts extremely 'hot' on fury, basically full all the time.
Now, this is fuelling your conquest, but it is also causing you problems.
Several factions (I can think of Skorne and Legion off the top of my head) have various abilities that can affect how you are able to manipulate your fury (Skorne have several ways of preventing you leeching), or cause damage related to the fury (I believe it's Rhyas who causes d3 damage for each point of fury on a beast).
Obviously, this has downsides.
Also, once you start loosing beasts (as is inevitable, especially with relatively fragile CC beasts like the Warpwolf), you will have less and less fury available each turn, weakening Krueger's casting potential, and leaving him with nowhere to transfer damage to.
I find that 3 beasts is pretty much my standard set-up, generally either 2 heavies and a light, or 2 lights and a heavy.
For Krueger, something mildly ammusing to try is taking 2 woldwardens and a woldwyrd.
As far as units go, Ravagers are very good with Krueger (4" melee range with lightning tendrils is great fun).
I have no experience at all with Druids or Wolves, so I can't really comment on them I'm afraid.
If you end up taking Wolds, then Shifting Stones are pretty much essential. The ability to 'remove damage' is life (and, potentially, game) saving, but you need to take care positioning them well.
I personally have found Bloodtrackers to be a little strange to use. They are very, very fragile, yet fairly hard-hitting. What I have found is that a good choice of prey is essential. Even if you can't actually get at the prey, if your enemy is so busy trying to keep it safe that he lets you keep it out of the game, then you have partially achieved your objective.
Bloodtrackers are otherwise a bit flimsy, but *can* do decent damage, if you can keep them charging and/or ambuscading. Without the bonus damage dice (and preferably the +2s prey give you), they are excrutiatingly average.
Probably my best result with them was against a Legion force, where they preyed upon some Striders first, charged and killed them all on turn 1, then swapped prey to an Angelius, and did a serious chunk of damage to it, before they were charged, burned and eaten by (then ran away from) a Carnivean.
Anyway, that's just a few things to think about, hopefully some of them were useful...
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I rethought the first list, the second one just lacked flair.
I dropped two ravagers and the druids in favor of another Woldwarden. While this drops my numbers even further i think it may be more effective fury-wise. I'm gonna proxy this list and see how it works, then compare it to the other one. In the mean time, feel free to critique and comment on the list. Is 4 ravagers too few? I'm gonna try to fit the others and the druids back into the list when and if i go up to 750