Editing
Hordes/Tactics/Grymkin
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Warlocks=== *'''The Child''': This is, weirdly, your melee brute warlock. High strength, MAT, and the ability to deal more damage when damaged herself, she’s an absolute terror in melee. The Child is designed to sacrfice a bit. Abuse lets warbeasts hit harder and move faster in exchange for damage, wailing makes casting near them impossible, while Tantrum can get a heavy hitter another hit, including The Child. Force hammer is a decent punch with a good AOE, but is expensive for what you get. :Her trump card, Wrath, lets her boost the FURY stat of all her beasts, which is rediculous as it sounds. :Overall, the Child favors being up close and personal and having warbeasts that do the same. Rattlers and Cage Ragers are particularly good fits which benefit her tremendously, especially with their high hit boxes. Otherwise, she is all about her battlegroup. Ranged support and healing are good things to have as she has no real ability to regulate that.Karianna is a good addition as well. *'''The Dreamer & Phantasm''': For all us insomniacs out there. The Dreamer is a support character mainly designed to debuff enemies and frustrate opponents. All in pajamas. :For starters, Call to Sleep doesn’t do damage, but makes any warrior hit stationary. On a crit, you get to control a non-warnoun for a turn before they lock up. Useful. She also can go incorporeal every other turn, and, finally, she can replace enemies that get boxed with a phantom model of the same size. Phantoms are great, giving enemies a penalty to it. The small one paints targets, the medium can channel, and the large one can bulldoze and also cancels upkeeps when it gets killed. While nothing to rely on, they are exactly what they are designed to be: annoyances. :Her spells are where she shines. Abyssal gate is a potent single target spell that lets you place the damaged model anywhere, Artifice of Deviation creates cover for you, and rough terrain for enemies, enfeeble criples the enemy, manifest destiny gives friendlies an extra die while discarding the lowest, and Mirage grants Apparition. It’s a good mix of defense and offense, only lacking in AoE effects. :Her Trump, All Fall Down, activates when a friendly model is disabled and causes any model that kills one of yours to be knocked down. It lasts a turn. Overall, somewhat iffy, but can certainly be a deterrent, especially for anything relying on multiple attacks. One note is that this works on warnouns of all flavors, and can utterly cripple combat heavy leaders. :The Dreamer...is a bit odd. She is heavy in her support, so her list should be geared toward force to multiply. Manifest destiny can be destructive under the right circumstances. *'''The Heretic''': Hooo boy. The Heretic is, more or less, an anti-Harbringer. He can’t be knocked down, can’t get back struck, cannot be targeted by enemy spells, and has the same auto hitting blade with dispel. However, where Harbi is a force multiplyer, the Heretic just likes watching his enemies lose their spells. :His spell list is loaded with debuffs. His only buff is Fury, which gives a hefty bonus to melee damage at the cost of defense. The rest is just messing with the enemy. Gallows is a moderate power hit that drags a model, hex blast removes buffs, and rebuke removes the ability to do orders or special attacks. Wall of fire is a nice method of creating an obstical that also burns people. :Not a spell, exactly, but Godlike Power deserves mentioning. He can cast any spell that an enemy warnoun made in his control range, the only limit being he cannot upkeep spells that aren’t on his card. This is, obviously, going to be situational, but it can lead to a lot of amusing results. It also forces the enemy to consider buffs, considering you are likely to just take them for yourself. Use it as a deterrent. :His Trump, Reckoning, grants a buff to attack and damage against one specific unit or model, shifting as that unit gets removed. *'''The King of Nothing''': Meet your blast stick. With no weapon to speak of, a stat line that screams sorrow outside of his FURY, what does the King Really offer? Well, for starters, if a warbeasts in his group is destroyed, he gets a free spell. Anyone near him takes an ARM debuff, but you really don’t want him that close. :In terms of spells, he has a nice list of ways to do damage. Ashes to Ashes is a low POW fire attack that can jump to nearby targets, Burning Ash makes a cloud that hinders attacks, Dust to Dust is a moderate POW single target attack that removes boxed models from play. Host of Shadows lets his battle group move through terrain and obstacles, Sands of Fate lets him swap places with a friendly model, and Scything Touch gives a unit an armor debuff while they are in melee. Overall, his list is geared heavily toward offense, with the only arguable defense he has is the (not insignificant) ability to swap places with a trooper in his control range. :His Trump, Taste of Ashes, does damage to any model that kills a warbeasts and does the same damage to nearby models. :As you might guess, the King of Nothing doesn’t really like his wargroup. Cheep and plentiful are what you’re looking for, so crabbits are a decent pick that can use their shield guard to keep the King alive and, when they inevitably die, you can use them to fuel his magic. The rest of your army list will need to work around having little support. Luckily, Karianna, the Lantern Man attachment, and Death Knell are all great support units that can keep your army going and let the King happily blast away. *'''The Wanderer''': Shockingly, the Wanderer is all about mobility and finding paths. He comes with panfinder, and a somewhat odd lantern as a weapon. It’s spray combined with his decent RAT works to ensure whatever gets hit by it will get hit by his allies in short order, giving free charges and bonus movement as well as losing stealth and defense. Add the long distance spray, and watch your foes cry. In melee, he can beat people with reach and adds a continuous fire effect. He also comes with two unique tricks. The first is Attuned Spirit, which lets him use an animus once without spending FURY. Crossroads lets him place 3 markers at the end of his turn relatively nearby. If any markers are left, he can hop to it during Maintenance. If an enemy bumps into it, one friendly model gets to move up a bit. Overall, a nice boost to mobility :The Wanderer’s spell list looks like he gets some control of fate as well. Fog of War grants his allies concealment, Repudiate negates upkeep spells and animi and causes damage to whoever is maintaining it, Star-Crossed causes enemies in control range to roll an extra die...and drop the highest, while Veil of Mists creates a nice AOE that blocks enemy line of sight while giving your group the ability to pass through anything in the AOE like it wasn’t there. His spells are entirely support, having no damage at all. This isn’t necessarily bad, but he’s overall not a high damage warlock. :His Trump, Divergent Path, allows him to transfer wounds once for free and then teleport to his road markers. A nice “oh shit” button. :The Wanderer is almost purely a support warlock, having little in the way of offense, but boy does he deliver on the support. His lantern light alone gives his allies a tremendous boost whether they are melee or ranged units, Fog of War can grant concealment, which is particularly useful to the Witchwood. Attuned Spirit basically begs you to choose an animus you like. Crabbits are oddly useful in this regard for granting dodge. Cage Rager can give blessed and magical weapons out to others, while gorehound can grant Sprint. Overall, not excellent pickings, but useful as boosts. *'''Zevanna Agha, the Fate Keeper''': Old witch, now as a warlock. Guess as an old woman, she experimented and decided she goes both ways. The only Grymkin warlock that one might consider traditional...and is also a battle engine. As such, she’s very tanky, but also has more difficulty with tarpit screens. Unlike other Grymkin, her Old School rule means no Arcana, just the standard once per game feat. :Her walking house gives her two stomps while she flings carrion crows. The stomps are decent P+S, though you should avoid dedicated combat units. Luckily, they have reach. Carrion Crows don’t do damage, but instead create a mid sized AOE cloud. Living or undead models get blinded, and anyone that enters or ends their activation suffers a point of damage. :Her biggest special rule is Arcane Machinery. Once per turn any time during activation, she can use Arcan Machinery to get a variety of effects. Arcane Calibrations reduces the cost of spells, Divinator lets her battlegroup re-roll failed attacks, Hellhole returns friendly grunts to play, Range Amplifier lets her cast a spell at extended range, and Vexing Alignment increases her control range :Of course Zevanna is going to have a beastly spell list. Boundless charge gives one target bonus movement and pathfinder while charging, Curse of Shadows is a nasty debuff that reduces ARM and lets your models pass through them without reprisal, Respawn brings back a warbeast, scourge is a moderate POW AOE that knocks down anyone hit, and Windstorm lowers the range of enemy attacks. :Her feat, Hour of Reckoning, lets her use all of her Arcane Machinery at once. Look at that list. Drool. :Zevanna is probably the most straightforward of the Grymkin and is the only one not suffering from overspecialization. She can support her troops, battlegroup, and toss some nasty spells. Keep her out of melee and you should be just fine. A few noteworthy additions: Hollowmen with their attachment are damn hard to kill with her restoring them each turn and them restoring themselves with each kill. Cage Rager and Skin & Moans both love boundless charge while the Old Witch can appreciate Frightmare’s ability to ignore stealth.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information