Mollog's Mob
Welcome to our rundown of Mollog’s Mob. Make sure you catch our podcast coverage of the release. For everything out with this release window, follow these links:
More release rundowns! >> 18 warbands + 2 decks = 20 rundowns!
Thanks go to GW for providing a review copy to make this content possible.
Introduction
[D]AVY, [P]HIL, [B]RIAN, [S]KYLER & [Z]ACH
D: The big troll was lurking on the edge of very competitive before Spitewood. Let's see what a revamp does!
WARSCROLl
D: Ermegerd, this warscroll.
D: Not super in your control, but Mollog's always been this way. You can take things to force the issue- Cataclysm pings if you're an odd one, Scream of Anger if you're going traditional. Just be careful...
Z: If your opponent gives it to you, great, take advantage of it. I'd be hesitant to force the issue without a way to keep him safe immediately afterward since pretty much any warband can do 3 damage fairly easily if they need to.
D: Stalagsquig works pretty clearly here. But wait- always treated as having a charge token?! He's not holding his squad back from getting charged out? Yowza. It does mean he can't make cheeky early attacks (looking at you Slippy) but I think most Mollog players happily take that trade-off.
Z: This'll remove any thought on the other side of letting him stick around to deny charge out attacks. Glad it's clear what he can do now.
D: Well, thematically I love this. It might actually slow your inspire. But it also means a late round Scream of Anger is not going to punish you as badly as it would otherwise. Kinda scary!
Z: This certainly complicates going after the big guy. Between this and other heals you'll likely want to bring, he'll be pretty awkward to try to take down for a lot of warbands.
D: I'd say my biggest disappointment is that the internal balance on these abilities didn't get an update. Expect to be surrounded against this warband almost all the time. Expect squigs to be bewilderingly accurate. Expect to see the other abilities once in a blue moon.
Z: Feels like a missed opportunity to have each of those only available once.
D: Kinda reads- "bring your surrounded factories with you for gross accuracy". Pretty saucy.
Z: Sets up the other Unnatural Hazards options pretty well, too.
D: Wow. Power step to return a surprise minion to provide, you guessed it, surrounded for your leader. Remember that you come back uninspired. The charge token limits what the newly arrived critter can do, but also preserves the aforementioned "charged out" status.
Z: Any starting hex being an option really opens this up. Makes going after the little guys a more dangerous proposition since you'll basically be handing them a free, less restricted Illusory Fighter.
FIGHTERS
Uninspired
D: No changes from the current state of things. But that health pool is bigger than it looks with regeneration in play.
Z: 7 health is a lot to ask in a single round for most warbands, so big boy is going to be effectively 8+ wounds. As we've seen with Blackpowder, that's a tall mountain to climb.
Inspired
D: The boost to damage without upgrades makes the inspire worth chasing in certain matchups. The brutal keyword gets more important the more of Deadly Synergies we see in the meta.
Z: Such a large amount of value from not that much difference compared to the uninspired side. Opens up your grievous upgrades for the minions to boost their attacks, too.
Uninspired
D: Three swords, but with surrounded is a wildly accurate attack for an uninspired danglebro.
Z: Definitely the one I'd be happiest bringing back with Infestation.
Inspired
D: Just one extra point of damage, but when you're this accurate, you can actually keep getting work done.
Z: Staying on one dodge is unfortunate, but getting here means you can add grievous for a fully supported 3 damage attack.
Uninspired
D: Now Spiteshroom is kinda your charge problem? Low move, but again, this attack is better than two hammers if you're surrounding your enemy.
Z: Start him forward, and 3 move will be just fine if you need to get him charged.
Inspired
D: Can get a little work done and surprisingly fast for a mushroom. And always happy to pick up a weapon too.
Z: Better than a two hammer attack for two damage is always welcome on a little minion.
Uninspired
D: So... that attack profile kinda doesn't matter until there's a lot of charges out. What really counts is he picks an area of the board where the enemy will be, say it with me now- surrounded.
Z: If the opportunity arises, that's a pretty accurate attack, even if it's just for one damage.
Inspired
D: That's a decent attack. If you end up using it, things got pretty weird.
Z: By the time you get here, the other little guys might be gone, or you've respawned him next to another fighter. Could come up more than we'd think.
Summary
P: A revamp looks good on Ol’ MollyG. And don’t call it a come back, he’s been here all year rockin’ his peers, putting suckers in fear. I fully expect this troll to continue to terrorize the underworlds for years to come.