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Post by The Trane on Jul 10, 2017 11:20:51 GMT
I just might embark the hype train, because I for one love the models. But, before shelling out too much, a question to those of you who were in the CID: How would you describe the play style of grymkin?
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Post by shroomvolcano on Jul 10, 2017 13:31:05 GMT
I only played a couple infantry heavy games in the first week, but I felt they were kind of like Mark 2 Cryx mixed with either Menoth or Skorne. Very good recursion compared to other Mk3 factions, on very squishy troops (Piggybacks excepted), and a fair amount of synergy and planning is necessary to make the army work through Corpse passing and area buffs.
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Post by harrism on Jul 10, 2017 13:44:54 GMT
I've played no games with or against, however they look to be quite offensive with very little defensive buffs coming from casters. The Arcana also look to be borderline crippling involving lots of out of activation moves which will constantly keep your opponent on their toes.
Chain attack (http://www.chain-attack.com/) have done a Grymkin Metaa-Preview with Will Pagani that is really worth a listen to, its also free. He goes through a list for each of the casters and talks about how the list works, this should give you an idea of what to expect?
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Post by Stormsmith Dropout on Jul 10, 2017 14:11:11 GMT
I read the battle reports during the CID. Grymkin are a melee oriented swarm faction. They either bring a ton of beasts or they spam dudes.
Grymkin mechanically punishes any mistakes their opponent makes. Kill the wrong guy? I get a corpse token for the skin&moans that will wreck you next turn. Shoot a beast? Shield guard to Crabbit, activate trump card. Screen with a cheap unit between Skin&Moans and your heavy? He tramples over then, collects corpses, and smashes you.
Grymkin is strongest when your opponent doesn't understand what your models do, how they work together, and what the counterplay is.
Edit: Elaboration I think playing with/against Grymkin is going to be an arms race of experience. The more you play into them, the less you'll fall for their traps, and the more you play with them, the better the traps will be. I think this will rub alot of people the wrong way, tbh. Most of the time, Grymkin won't be represented in a meta. So a semi-experienced Grymkin player will have a big advantage against most people.
It kinda is a gotcha faction. I'm not sure how they'll do in the greater meta. I think it will have a high skill cieling. Players will start out with a good advantage, but will need to work at it to keep their opponents from catching up.
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Post by Rowdy Dragon on Jul 10, 2017 15:44:12 GMT
They seemed to have nicked stuff from almost every hordes faction.
They have enrage from skorne A better protective sura from trolls mass eyeless sight from legion And evil trees from circle
Also easy access arcmodes, reincorporation, the ability to tech too an opponent.
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Post by lordgrimlok on Jul 14, 2017 11:56:57 GMT
I played the Heretic a few games in CID both in and out of theme, as well as without the battle engine. He plays similar to a Menoth caster (my primary faction), and was solid. The hardest thing for me was figuring out which Arcana I wanted. I do think that the ceiling is pretty high for each caster when you consider the variety of Arcana and list builds available. And with the new solo coming out and possibly Holden, I think the options increase.
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Post by ysthrall on Jul 15, 2017 20:31:20 GMT
I think they'll be pretty random. As mentioned, there'll be a lot of "has my opponent encountered this before", but come one, there's now nearly 200 casters across the factions... Vast amounts that folk haven't met before. Or have forgotten. Given the unreliability of your opponents triggering your arcana and the occasional completely random results (Cask Imps), I feel that this reminds me of the army that first got me playing tabletop wargames before, WHFB Orcs&Goblins. From which I quote: "This is a gamblers army. If it goes well, it will crush all before it. If it goes badly, your opponent will laugh themselves sick as they tear each other apart". Okay, not quite that bad. But I do feel this will be a very quirky, fun, bouncy and... well... insane army. Many crazy janky moves and combinations, and a lot of suddenly collapsing or winning. It'll be fun
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Post by Rowdy Dragon on Jul 15, 2017 20:37:00 GMT
I think they'll be pretty random. As mentioned, there'll be a lot of "has my opponent encountered this before", but come one, there's now nearly 200 casters across the factions... Vast amounts that folk haven't met before. Or have forgotten. Given the unreliability of your opponents triggering your arcana and the occasional completely random results (Cask Imps) The Aracana seem painfully easy to trigger. Have it be in your control area. That's like 20/10ths of all the feats in the game. The only one not in control area is command area, but thats to give out Stealth! They seem to be very not random sans the cask imps.
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Post by Swampmist on Jul 16, 2017 3:44:52 GMT
I just played a test game with a very infantry heavy wanderer list, into COC no less. Watching the TEP whiff because of Ill Omnens and Star Crossed made me incredibly happy.
Also, I underestimated how stupidly good a charging Neighslayer is, like holy shite pow 7 AP can do a ton. Until you roll trip 1s that is...
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Post by ysthrall on Jul 16, 2017 13:05:04 GMT
My point is that you can't rely on your opponent triggering any of your feats. You can manouver them towards it, but unlike a regular feat which you can plan for (ie, a 1st turn, 2nd turn or 3rd turn feat), there's not way to be sure whether or not your opponent will trigger an arcana, or indeed which one they'll force you to trigger so you can't use the others that turn. Maybe this is just another level of complexity instead of randomisation, but it'll add to the free-wheeling craziness for me
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