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Post by zwergenkrieger on Aug 1, 2017 9:44:20 GMT
Hi all,
at which warlocks / units should I have a glance if I´d like to go troops heavy? I´ve seen some list including Heretic and 2 units of Hollowmen / other toops, but I don´t know why this is a common combo.
Therefore: 1) What´s the deal with troops heavy The Heretic? 2) I like the Hollowmen as well as those Dread Rots (the pumpkin heads). Any chance to successfully field them in the same army? 3) I´ve seen some lists spamming light warbeasts. What´s their game plan? 4) In my area there are lots and lots of ARM/box spams. Which kind of Grymkin force would you recommend here?
I know that some questions are not related to the topic, but I hope that someone could give some advice.
Thanks in advance
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Post by 36cygnar24guy36 on Aug 1, 2017 9:54:32 GMT
The Heretic is a good candidate for infantry for several reasons
1) His Trump Arcana is triggered by the enemy destroying/RFP warrior models 2) Fury is a great spell for a unit as you can get 10 models benefitting from it, and they can potentially attack multiple targets, plus it can be cycled to affect 2 units a turn, and because of the way arcana work, they will both benefit from the Reckoning if you play it right 3) Hollowmen seem good with the Heretic as his Trump Arcana affects their ranged attacks, combined with CRA they can get to an impressive rat and pow
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Post by tanarii on Aug 1, 2017 10:23:06 GMT
To be honest, about the only Warlock you *shouldn't* look at for an infantry-heavy list is the Child.
Whilst the Heretic is the "dedicated" infantry warlock, you can totally go with the Bump in the Night theme for any of the others and build a good list (except the Child, as stated previously) - they all have something to offer.
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Post by utilitycookie on Aug 1, 2017 11:54:35 GMT
This is the list I am running myself:
Bump in the night The Heretic - 2x Cage Rager - 2x Crabbit
Lord Longfellow
Hollowmen -Lantern man
Hollowmen -Lantern man
Dreadrots
Dreadrots
Murder crows
Murder crows
This list has spell denial, lots of models, recursion, ambushing ps 13 (on prey) stealth troops who threathen 13.5 from the edges Everything can benefit from fury, quick math tells me hollowmen with fury on a charge and the trump arcana become PS16.
So lots of attacks with a high potential PS.
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Provengreil
Junior Strategist
Choir Kills: 12
Posts: 850
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Post by Provengreil on Aug 2, 2017 15:31:54 GMT
speaking of their infantry, are the hollowmen as OP as they read on the card? DEF 13 isn't trivial when they can take some cover and fire, apparition gives them a 12" aiming range and they can't be engaged, and then they convert your dudes at range.
Am I missing something or are they just that good?
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Post by Rowdy Dragon on Aug 2, 2017 15:51:48 GMT
speaking of their infantry, are the hollowmen as OP as they read on the card? DEF 13 isn't trivial when they can take some cover and fire, apparition gives them a 12" aiming range and they can't be engaged, and then they convert your dudes at range. Am I missing something or are they just that good? They have Defense 12, but can turn it into 14 with the attachment providing concealment. Their very powerful, but they are also light as a feather, and the gun range of 10 whilst excellent really opens you up for retaliation from almost everything in the game.
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Post by ysthrall on Aug 7, 2017 8:14:31 GMT
I haven't managed to play these yet (only glued them together yesterday), but I'm thinking that retaliation isn't such a bad fallout for the Hollowmen, especially if they have a Death Knell nearby to collect their corpse tokens and the Lantern man (would you ever NOT use the Lantern man?) to allow them to recruit.
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Post by Rowdy Dragon on Aug 7, 2017 19:56:55 GMT
I haven't managed to play these yet (only glued them together yesterday), but I'm thinking that retaliation isn't such a bad fallout for the Hollowmen, especially if they have a Death Knell nearby to collect their corpse tokens and the Lantern man (would you ever NOT use the Lantern man?) to allow them to recruit. Of course the Grymin have good game. I'm just saying they ain't OP is all. That sums up 90% of the Kyn, and what makes then pretty crazy good is that when there is no "Fat" slowing your faction down, you hit like a truck.
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