Mollog’s Mob: Deck & Tech

Hey Trophy Hunters!

Recently I attended Wayland’s Forge in Birmingham for their Glass Trophy Event, and I thought I’d take along the new hotness; Mollog’s Mob. The warband is incredibly strong, and it is causing ripples in the meta. Sadly, for me, I missed out on the Shadeglass and came 2nd – losing to Oliver’s Eyes of the Nine. Oliver used a deck that was stacked to defeat Mollog. Oliver played fantastically and read the meta well… but rolling rebound successfully twice also helped and had that not happened I think I’d have been heading home with Shadeglass.

Mollog’s Mob Objectives

Strong Start, Victorious Duel, Longstrider, No Remorse, Demolished: All very easy to score objectives that can get the glory train chugging. Victorious Duel is an objective I loved from my days as a Skritch player and it fits the bill perfectly for this warband too.

Alone in the Darkness, Extreme Flank, Escalation: All high scoring passive glory that can be scored simply of off good positioning. Note that they are all restricted too…coincidence, I think not!D

Master of War, Solid Gains, Shining Example: Good passive scores that build can be built off of a single objective being scored elsewhere.

Superior Tactician: If you’re not running this card you should be. It’s the least disruptive third end phase three glory card, and it would not surprise me to see it on the restricted list in future.

Mollog’s Mob Gambits

Ready for Action, My Turn, Aggressive Defence, Haymaker: Make more attack actions and score more glory from kills. Haymaker was a last minute decision due Mollog to only rolling two Smash dice, however this would change for Misdirection in the future.

Spoils of Battle, Inspiration Strikes: Either of these cards in your hand on turn one probably mean you’re going to be in an extremely strong position for the entire game. Inspiration Strikes basically is a +1 Damage card for Mollog, whilst Spoils has an extremely short shelf life can get big upgrades out that simply flip the game on it’s head (Tome of Offerings & Bag of Tricks specifically).

Commanding Stride, Predatory Growls, Transfixing Stare: Exert power over the board with a slue of positional cards. Hot tip: Transfixing Stare will hit the restricted list. I’ll bet my hat on it.!

Forceful Denial: Mollog’s Mob have skewed the meta hard. Some warbands simply do not have the tools to go toe-to-toe with him in a straight fight. I spoke with players at Waylands Forge and my first opponent had played 20+ practice matches versus Mollog’s Mob and was successful just once with his Sepulchral Guard. The only way they had found that was relatively consistent was to use cards like Frozen in Time, Rebound, Cruel Taunt to shut down his rampage. This is where Forceful Denial comes in. Misdirection is good, and I should have included it, however Forceful Denial is more useful in more situations as it can shut down powerful cards like Distraction, Ready for Action, Spoils of Battle etc. unfortunately for me in the final versus Oliver I fell foul to Frozen in Time and Rebound in our first game, I won our second game where Frozen in Time wasn’t played & Rebound failed, and then in our third game Rebound worked (again) and I was defeated at the final hurdle.

Mollog’s Mob Upgrades

Great Fortitude, Tome of Vitality, Vampiric Weapon: I like that these wounds keep your mobility. Vampiric weapon returns the wounds you take and just one kill with it equipped is like another Great Fortitude.

Great Strength, Blooming Spores: I like playing with restricted cards. I LOVE playing with six restricted cards. Welcome Blooming Spores AKA Incredible strength.

Potion of Rage, Foul Temper: Do you know what is better than 6 restricted cards? SEVEN!! Foul Temper AKA Awakened Weapon boosts your accuracy, and we all know about Potion of Rage by now.

Tome of Offerings, Bag of Tricks, Potion of Grace: These were my ‘tech’ cards. Tome of Offerings is just bonkers crazy on Mollog as every kill is worth two glory and since most/all your attacks come from him and most/all are lethal attacks this can lead to some crazy glory scores. Bag of Tricks gives one of the critters something to do when there isn’t an optimal activation to be made with Mollog, or simply making the power play of searching for My Turn/Aggressive Defence and revealing it to your opponent which is essentially saying “come and wound me so I can kill you”. Finally Potion of Grace was my hidden gem of the day, using it in conjunction with Ready for Action to move around without getting a token is just golden, and I also managed to get use out of it to shut out a Transfixing Stare play. It also facilitates Longstrider with a Critter if Mollog gets Frozen or killed.

Mollog’s Mob – Board Choice

Katophrane’s Reliquary does EVERYTHING you need it to for Mollog’s Mob. It keeps your critters at the back of the board regardless of orientation, and puts Mollog front and centre ready to move into your opponent’s territory! This works when going first or second and I used it in all nine games at the event.

Mollog’s Mob – Top 5 Tips

  1. Keep the squishy things hidden away and in position to score Extreme Flank & Alone in the Darkness. They are hard to kill once inspired and if you spread them out there is minimal glory to be gained from kills.
  2. Don’t over commit. Mollog can still be killed even with his mammoth seven wounds. Ask questions of your opponent but don’t just rush in.
  3. When you do commit with Mollog ensure your target priority is solid. Remove models with access to cleave if possible. Ideally leave leaders until you can score Victorious Duel, or if the option isn’t there just kill them to prevent your opponent scoring Shining Example etc.
  4. Place Objectives in your opponents half of the board to prevent a Faneway into your back field. This also allows Mollog’s Range to cover more of the hexes if your opponent is playing a hold objective playstyle, which is apparently back in force?
  5. Use positional Gambits to enable attacks over making charge actions. REMEMBER: Even though Mollog can Charge twice when Inspired he cannot Charge and then Attack. He is still bound by the Core rules for Charge Tokens.

3 comments

  1. No hidden path, that’s interesting. Could u describe ur reasoning behind that decision. And what do u think about helpful Whispers on him. Thanks and very nice read.

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