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Post by gedditoffme on Jul 27, 2017 0:09:59 GMT
Hello all,
I haven't played vs grymkin yet, but any advice?
We're having a big tournament around here, and I've heard a few people rapidly assembling Grymkin lists. Don't want to be completely unprepared (though my opponents probably will be).
So any big 'gotchas'? The whole arcana thing seems like one, but there you go: especially concerned about the one that says my models are no longer undead - that may interact strangely with some of our spells / effects (Unhallowed is the obvious one). Any general advice? Do I kill battlegroup first or infantry?
Is old witch 3 (2?) as nasty as her first incarnation?
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kuarnix
Junior Strategist
Posts: 145
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Post by kuarnix on Jul 29, 2017 1:07:00 GMT
I only played one game against them, but kill the Death Knell ASAP. It's pretty freaking annoying. You also pretty much have to assume that you will trigger their arcana. You can shut down the "kill my stuff heal my battlegroup" one with Grievous Wounds, or just be focusing down single targets. The one that cancels a spell and makes upkeeps expire is super, duper annoying...
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Deller
Junior Strategist
I’m on a Boat
Posts: 605
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Post by Deller on Jul 29, 2017 4:34:19 GMT
1) Don't rely on recursion, Grymkin has almost as much RFP as we do.
2) You can't avoid triggering Arcana, so plan accordingly.
3) Much of Grymkin's abilities are reactive, so try to force them to react incorrectly. If you absolutely can't have a particular Arcana trigger this turn try fulfilling the triggers for one of the other Arcana they took as they can only use one Arcana per turn. So for example if you're trying to assassinate The Wanderer and his Divergent Path Arcana will save him from your assassination you can use elements that won't be part of your assassination run to make it look like you're going for an Attrition plan and try to bait out a use of an Arcana like Acursed or Fortune's Path and once he does shift to the assassination plan.
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Post by gedditoffme on Jul 30, 2017 10:12:58 GMT
Good advice on baiting out arcana. Also agree with the philosophy that you cant avoid them compketely, although it might be worthwhile on turn 2 not to charge late in the turn if I'm only going to damage a few things. Definitely need to be aware of it though, since they can arbitrarily cancel spells or charges.
I also agree death knell is the main lynchpin that stands out, but it looks like it would be arm20 with a corpse. I cant see a cryx list being able to kill it before it gets a corpse, or before it loads up a skin and moans. Only model that might have a chance could be a leviathan, with 3 shots and above average damage.
A leviathan could be a good investment regardless, to get opportunity damage on skin and moans. Also might be good to use gunslingers for some lower quality attacks on cask imps, infantry and the like.
Hollowmen scare me a little- eyeless cras could kill most of our power solos easily, and threaten casters relying on stealth like Denny1, aiakos1, coven, some goreshades. Saving grace is low range 10 and victim stats should hopefully not be able to get past the battle line.
Some big picture and meandering thoughts on their roster Their solos seem cheap for their potential, especialky cask imps and lord longfellow. He could also be a big assassination risk.
On paper, none of the warlocks seem overwhelming in offensive or control spells though. Mostly pretty straightforward support spells. King of nothing looks irritating with ashes to ashes springing up everywhere... Dreamer has a lot of anti living abilities so probably wont see her as cryx. Child could be a painful beatstick. Rereading old witch struggling to see a coherent game plan at all.
The beasts also mostly seem possible to handle, with the exception of skin and moans with a corpse pile.
Mainly large amounts of cheap infantry to worry about then.
Anyway, target priority would be death knell, skin and moans, longfollow first if theres an opportunity, then infantry, then beasts and support.
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Grimolf
Junior Strategist
Posts: 246
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Post by Grimolf on Jul 30, 2017 15:58:28 GMT
On paper, none of the warlocks seem overwhelming in offensive or control spells though. Mostly pretty straightforward support spells. King of nothing looks irritating with ashes to ashes springing up everywhere... Dreamer has a lot of anti living abilities so probably wont see her as cryx. Child could be a painful beatstick. Rereading old witch struggling to see a coherent game plan at all. The Wanderer with Star-Crossed, Repudiate, and Fog of War has some good defensive abilities and can be pretty annoying to pin down with his Divergent Path Arcana. Fog of War doesn't both the non-shooting Cryx lists, but Star-Crossed and Repudiate are nasty. He delivers his army nicely. Adding to what I've seen the Wanderer do - if he repudiates one of your upkeeps, your caster takes d3 damage. If you don't spend focus to block it, you are now damaged and Lord Longfellow will get two RAT 7, Black Penny, boosted shots at your caster, doing 4-dice of damage (+1 dice vs. a character and +1 for Finisher)! With that he can start putting real damage on high armor character jacks like DJ. He's become my #1 priority once he starts to move forward and I try to reserve a Stalker just to deal with him.
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