Mollog Unbound - Intro Deck

Deck Type:

New Player Deck

warband:

Mollog's Mob

User Likes:

5

Author:

WiggleFish

version:

Tabletop - BG Pre-Season

INTRODUCTION

This guide is a part of my Warband Unbound series for the Nightvault factions.

 

These decks consists only of cards found in the Warband box plus cards from the Power Unbound card pack, and are aimed at giving new players a good starting place to learn the faction and understand the basics of the game.

 

Be aware that these decks do not hold up against decks made of full collections, and will be unlikely to win any tournaments, but they are good for learning the game, playing casually against similar decks, and can act as a starting point for deck evolution as you obtain more cards.

the deck

(you can click the image for a deck builder link)

thundr.JPG

deck building guide

Objectives:

 

The objective deck is mostly centered around attacking things (Demolished, Carnage, Earn Your Keep, Giant Slayer, Massive Overkill, Get Thee Hence) and keeping the other player out of your territory (Protect the Lair, Territorial).

 

Burst of Speed is practically free glory for Mollog.

 

Heroic Effort is fairly easy to score by spending activations to go on guard, move, attack, and charge, or attacking a number of times before charging one you are inspired. Bag of Tricks also counts towards this. Just be aware you cannot go on guard if you already have a guard token.

 

Frugal and Press the Advantage reward you for doing well.

 

Gambits:

 

The gambits in the deck are mostly there to make Mollog better at combat (Brutal Savagery, Wind Up, Inspired Attack, Upper Hand) or give him some extra mobility (Shadowed Step, Commanding Stride).

 

Flit is there to re-position the Bat Squig either try and get a kill for Earn Your Keep or to provide support for Mollog.

 

Horrible Grin is there to punish dangerous fighters for attacking you.

 

Predatory Growls is great for pushing enemy fighters off of objectives, or into/out of attack range.

 

Transfixing Stare is there to help lock up dangerous fighters like Ammis or Skhathael until you are ready to smash them.

 

Upgrades:

 

The upgrades are all for Mollog except for the Bag of Tricks, which can go on anyone, or Inescapable Jaws, which makes the Bat Squig more dangerous (and help score Earn Your Keep).

Cards to add with other Warband packs:

 

If you want to expand this deck with cards from other Nightvault Warbands, I'd recommend the following:

 

Starter set:

  • Great Strength

  • Determined Effort

Thundrick's Profiteers:

  • Calculated Risk

  • Crown of Avarice

  • Tome of Healing

Eyes of the Nine:

  • Great gains

  • Acolyte of the Kataphranes

  • Tome of Diseases

  • Fired Up

Zarbag's Gitz:

  • Faneway Crystal

  • Potion of Rage

  • Solid Gains

  • Keep Them Guessing

Garrek's Reavers:​​

  • Opening Gambit

  • Tome of Warfare

  • Potion of Constitution

Steelheart's Champions:

  • Combination Strike

  • Strong Start

  • Haymaker

  • Regal Vision

  • Tome of Glories

Godsworn Hunt:​

  • Tome of Offerings

  • Longstrider

playstyle

Generally, Mollog just wants to kill things.

 

You will usually deploy him in the front, and use most of your activations and ploys on him. The ploys are mostly there to make sure his attacks go through.

 

Commanding Stride and Shadowed Step are there to re-deploy him to either get him out of danger, or put him into a position where he can do an attack action without charging.

 

Upgrades like Blooming Spores, Foul Temper, Blazing Soul, Spirit Bond, and Prized Vendetta make him very scary. Jabbertoad lets him score Get Thee Hence a bit more reliably (since his inspired attack usually just kills everything). You want to go aggressive with Mollog, but will still need to be sure that he isn't in too much danger of dying, so target priority and positioning is very important.

 

The Stalagsquig can be used to set up early support for Mollog's attack by starting him next to enemy fighters, or can be placed to block lethal hexes (that the other player might be trying to use to score Calculated Risk) or to block objectives against Warbands that might be trying to score Supremacy and the like. He is very hard to kill, and any attacks spent on him are ones not used against Mollog, so he can often be the distraction you need to get ahead. Against very aggressive enemies (especially ones with lots of cleave) you may just want to hide the Stalagsquig in the back, though.

 

The Spiteshroom is the weakest link of the warband, and should usually be hidden in the back of your board.

 

The Bat Squig is a decent fighter once he is inspired. He is hard to kill, and once upgraded with Inescapable Jaws can actually be fairly deadly. Flit is also very useful for re-positioning him to get attacks off without charging, and to provide support for Mollog. If Mollog dies early, the Bat Squig is frequently your only hope of winning the game. It won't be easy, but he can be hard to kill, and if you end up upgrading him a lot, he can actually get sort of scary.

conclusion

I think that's it for my "Mollog Unbound" starter deck guide. Thanks for reading.

 

If you try it, let me know how it goes in the forum comments, and if you think there is anything that can be done to improve it.

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