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Post by goodk4t on Nov 13, 2017 8:26:38 GMT
Hey guys, everyone is hyped about pmadrak and grim and is trying the stuff out Pp provided us. but actually it seems nobody cares about Grim2. what do you guys Think, did he just doesnt make the cut (new mulg not enough)? i always loved this guy for his utility.. dmg buff/hit buff supports bombers really well. extends threat ranges and can play attrition as well as assassination (Please correct me if im wrong). After reading trollocks guide again and simply dont like kriel company as a theme i wanted to build him for PoD and SotN and seem to struggle to find the right balance between how much range (bombers, MK, raiders?!) and melee heavies i need to finish it close and personal. TLDR it seems im too stupid to build lists that actually convince me, that they are "good enough". what you giys think ? should i look elsewhere because he just doesnt has a place right now.
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Post by mydnight on Nov 13, 2017 10:17:16 GMT
He's probably one of the best kriel company casters IMO because range boost + tactician + mortality is a great combination. Other than that I don't see what the CiD would have given him. Raider spam in SotN?
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bundeez
Junior Strategist
Posts: 325
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Post by bundeez on Nov 13, 2017 11:29:33 GMT
I think he has potential for sure. KC with Sluggers, Highwaymen, new War Wagon all seem good to me. But the list has some big issues as well. If you don't get to go first it can be problematic, stealth is a huge issue, cloud walls, Menoth Choir no shooting, and of course if you fail to Alpha hard enough. Feels like a mk2 Lylyth2 list, but worse Should be great into Khador, Ret, maybe Circle..
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snot
Light Addition
Posts: 63
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Post by snot on Nov 13, 2017 14:25:09 GMT
Play him in Sotn with double raiders, croaks or hauler and have fun with massive boosted pow 14 firebombs over 19"-21 " Something like that... Hunters Grim - WB: +25 - Muggs & Krump - Trollkin Runebearer - PC: 0 - Dire Troll Bomber - PC: 19 - Rök - PC: 19 Troll Whelps - 5 Whelps: 4 Feralgeist - PC: 2 Krielstone Bearer & Stone Scribes - Leader & 3 Grunts: 6 - Northkin Elder - PC: 3 Northkin Raiders - Leader & 9 Grunts: 15 Northkin Raiders - Leader & 9 Grunts: 15 Croak Raiders - Leader & 9 Grunts: 17 Hf
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mattmcd
Junior Strategist
Posts: 521
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Post by mattmcd on Nov 13, 2017 16:36:54 GMT
He’s one of the few who could run KC because of Mortality, but then you can’t Arc it through Mulg. You’d like to feel safer moving forward to cast it, but you cannot bring the Cronicler for concealment or Janissa for a hill. Pathfinder and reposition help if you have convenient terrain, but nobody wants to bring a list along in a pair that needs a particular terrain drop.
I really enjoy playing games with him, but wouldn’t bring him to a tournament.
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Post by Big Fat Troll on Nov 13, 2017 17:29:11 GMT
I don't think that Grim 2 is weak by any means and I do think there are very good builds for him. I have seen him played very well.
I have not tried playing him in Mk3 but I couldn't stand it in Mk2. I just can't help but feel like his whole kit is so clunky and clumsy. He needs reposition badly but loses it if Muggs dies. Same with the Snare Gun, it's nice to be able to use both that and Headhunter, but it's another model to protect. Same with Trapper, it's great, but that's yet another model to protect, and the pygs only have 5 hit points.
Mirage is great but Pursuit is too corner-case. Mortality is great but it's hard to use without arc nodes. Mage Sight is situationally very strong but also quite limited. Grim's feat is weak and hobbled by Skornergy. There are too many moving parts; there is too much that can go wrong. I much prefer the elegant simplicity of Grim 1's design.
It is entirely possible that I will like him better if I try him again in the current context, or that I just don't have the skill to play him, but more likely it's just not a good fit. I don't like how fiddly playing Trollbloods can be as it is, and I feel like Grim 2 just makes it worse.
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ravenfire
Junior Strategist
Me Mulg me SMASSSSSHHHH
Posts: 244
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Post by ravenfire on Nov 13, 2017 20:30:28 GMT
If you give grim2 as a unit stealth or occultation as a spell, I would play him for sure.
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mazog
Junior Strategist
Walking and talking
Posts: 748
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Post by mazog on Nov 13, 2017 21:12:33 GMT
Would built-in feign death be sufficient? He seems like the tricky sort where that might make sense...
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gdnerd
Junior Strategist
Posts: 656
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Post by gdnerd on Nov 13, 2017 22:03:07 GMT
Would built-in feign death be sufficient? He seems like the tricky sort where that might make sense... In PoD or BoH you can take a Chronicler to give the hunters concealment and feign death
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tomw
Junior Strategist
Posts: 128
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Post by tomw on Nov 13, 2017 23:18:10 GMT
Grim2 is a fantastic warlock, and perhaps our most under-rated. I think the reason people aren’t talking about him at the moment is that he didn’t change, and the pieces that he regularly takes didn’t change either. Plus, while I’m sure you could build a powerful northkin army with him, it doesn’t seem like an obvious fit.
I used to play him in PoD with a mountain king and a pair of bombers, and it was brutal. I haven’t looked at him recently with kriel company, but double sluggers seems like a great way to make your opponents cry.
Regarding his survivability, he has a very respectable def of 16. Get him in cover and he’s def 20. Opponents always ask you to double check your cards when you tell them that.
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Post by Big Fat Troll on Nov 14, 2017 5:40:25 GMT
I suppose he's also a good candidate for running minions, in particular, the "Brigands in POD" schtick.
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Post by Trollock on Nov 14, 2017 7:35:33 GMT
I think the first instinct is to build a list that alphas so hard that you cripple the opponent entirely. Turns out that does not always work though and then you find yourself in a very disadvantaged situation scenario wise. Builds like double sluggers look awesome on paper, but if you do not win on turn 2, you will have a hard time.
If played in PoD i think it is key to include some elements that can actually contest. The EBDT has super interesting tech with Mirrage turn 1. It can be placed 2" and then it sort of HAS to be within 2" of a forest. That means he can move 16" turn 1.
If played in KC, the War Wagons can fill the same role. They get great benefits from Grims kit and they can be up in the opponents grill and contest scenario until you win on attrition. Assassination is always an option for sure, but i do think your plan will generally be to feat early, kill a lot of stuff and then grind it out. If you bring enough pieces that can actually play a long game i think you are in a good place.
I have never played him much. I some times go for a Grim 2 trip a couple of games, but he never really stuck with me. Not sure why. He is powerful and has some nifty tricks. He is definitely underrated.
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Post by dirtyharrypotter on Nov 14, 2017 9:01:09 GMT
And the unit is among of the most gorgeous models in existence <3
His feat is called mediocre up above, but I like the massed snipe he brings. That, the unit selection in KC and the themebonus that allows you to shoot through your own warrior models gives you a lot of different threatranges to play with. To me that's very interesting (on paper).
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petef
Read Page 5
Posts: 24
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Post by petef on Nov 14, 2017 10:40:16 GMT
I've played Hunters Grim quite often in MK3, and I really like all the jank and weird stuff they bring. I agree that Pursuit is pretty much a dead spell most of the time as it's so hard to apply safely, and does not give immunity to free strikes like it really should. Would be great if it was swapped for something like admonition. Mortality is great, mirage is always useful and start out already in PoD. Magesight can keep other casters much more honest and the see-through clouds/forests for the whole battle group can open up a lot of assassination vectors.
I've only really played him in PoD. The main reason is that I feel that the knot is super important for him and how he works. It allows Grim and the runebearer to get two much more reliable mortalities off per turn without the need to always boast to hit. The knot can also affect the knockdown gun and/or ranged beasts to improve the assassination attempts. I wouldn't run him in any of the other themes for that reason.
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Post by ghoulio on Nov 14, 2017 14:23:48 GMT
I've played Hunters Grim quite often in MK3, and I really like all the jank and weird stuff they bring. I agree that Pursuit is pretty much a dead spell most of the time as it's so hard to apply safely, and does not give immunity to free strikes like it really should. Would be great if it was swapped for something like admonition. Mortality is great, mirage is always useful and start out already in PoD. Magesight can keep other casters much more honest and the see-through clouds/forests for the whole battle group can open up a lot of assassination vectors. I've only really played him in PoD. The main reason is that I feel that the knot is super important for him and how he works. It allows Grim and the runebearer to get two much more reliable mortalities off per turn without the need to always boast to hit. The knot can also affect the knockdown gun and/or ranged beasts to improve the assassination attempts. I wouldn't run him in any of the other themes for that reason. Grim 2 is one of those casters that I love...but simply cant figure out haha. I have tried him in Kriel Company a few times and it was just so-so. I was wondering what list you were using? I do agree that the Knot greatly improves him game across the board (wish you could take them in Kriel Company so you could use them with the War Wagons).
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