As requested. I've been struggling with being clear and succinct discussing different list elements with Grayle but will keep trying to get that together as requested as well.
Grayle Assassinations with my Wild Hunt list:I’m going to stick with my list since it’s the one I have experience piloting. It is referenced below. A couple of notes on assassination:
- Understand dice math: If you’re time crunched use averages but realize it is very unlikely that you will roll four 7s in a row. You’ll roll a 3,11,5,9 which averages to four 7s. If you need 5’s to hit, you only hit 3 of those attacks instead of all 4 that using the 7 average would indicate. Armor works similarly, at dice off 6 and those rolls, you did 8 damage instead of the “average” 4. Understand how fury will strip out spikes more effectively than focus (at least for murdering a caster). In general, understanding dice math will greatly improve your decision making and reduce tilting from dice.
- Have redundancy. If you are going for an assassination that is an all-in situation, put in every attack you can. Shoot the reeves before engaging in melee. Try for that hard 8 Gallows or hard 8 Reeve Hunter shot. Maybe it adds that last 2 damage you needed to get the job done.
- Knockdown is your friend. It removes or severely nerfs the defense stat,removing half of the dice you’d have to count on to not suck. You have three beasts with two-open hands. Two handed throws or slams are great.
Grayle:
-Shadowhorn
-Riphorn
-Feral
Reeves - Full
Wolves of Orboros (WoO)- Full + UA
Warpborn Skinwalkers – Full +UA
Reeve Hunter
3 x War Wolves
Morraig
1) Charging beast to caster’s face:
This is the most straight forward kill. You use the 3” movement from the feat to extend threat range and then apply a primaled beast to a caster’s face.
Variations:
- Gallows: Additional threat extension. This is a random d6” but it could be the little bit you need to make distance. This adds two failure modes: Missing the Gallows and not pulling far enough.
- Bulldoze Animus: This can clear out charge lanes that your opponent was expecting to be blocked. You can use Grayle’s charge to move the offending piece and then side step/sprint out of the way if you need to/the situation presents itself or you could spend the 1 fury on Punch Goat.
- Judo Goat’s jump: This gives him 15” threat from where he is standing and can go over buildings/walls/models. He’s not particularly powerful when he gets there but it can be the damage you need to get over the edge.
- Warp for speed: People forget that this is one of the Feral’s warps and he can get a respectable 12” without any of the extenders. It turns out that Mat 9/Pow 16/17/17 and three additional fury is plenty fine to kill most casters. You don’t always need to warp strength.
- Judo Goat throwing the caster closer: Instead of just trying to punch a caster to death you can grab him and chuck him closer. Most casters are then on their butt, really increasing their chance of getting dead.
Failure Modes:
- Getting out of your control area. Simple, obvious, and something all of us have screwed up at some point. Especially when you’re excited to kill their caster.
- “Barely” missing and having Grayle standing up too far and getting murdered right after.
2) Reeve’s CRA and then War Wolves to face.
As has been said before but bears reminding: 24.5” of non-linear threat from War Woves. When Sic’ Em happens they get 3d6 to hit. If all three get there (unlikely), that’s 1 Mat 6+3d6/Pow11+3d6 and two Mat 8+3d6/Pow 13+3d6.
The Reeve part is pretty variable depending on how many you have left that can CRA, but it’s not unlikely that you can get 2 5-man shots w/ Morraig close. That’s an extra 2 x Rat 11/Pow 13s that you can dump into a caster from 18” away. Remember they ignore cover and concealment.
3) Wolves of Orboros to the butt: Let’s say I ambush turn 2 and run. That puts my lead guys around 15” into the side of the board. Turn 3 I threat another 11” assuming no extenders. Let’s say turn 3 or 4 I can get my guys there. Maybe I have the UA still, maybe I don’t but that is 3 or more guys charging in at Mat 8,9,10,11 depending on back strikes and Morraig. Pow 9 isn’t great but dice off 6 (Arm 15) with 4 dudes is an average of 16 damage (this is dice math using averages and you should think about how dice spikes and hitting affect these numbers on your own time).
That kills a caster not camping anything. Which shouldn’t happen, but is an example.
4) Grayle:
I don’t know if you are aware but he has side step. He can get to weird places and sometimes he can kill stuff.
5)
A mix of all of these. The most likely way I pull off an Assassination. This list fights like a wolfpack. A single thing rarely brings down big prey. You want to use a little bit of everything to chip in for the kill. A little simplified but loosely true.