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Post by Trollock on Nov 14, 2017 14:54:45 GMT
Let me just throw this out there: Boomhowlers?
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Post by dirtyharrypotter on Nov 14, 2017 16:37:52 GMT
Expensive but I think grim in KC will really like them (given the other units in that theme) and they like him. An ability like cacophony is allways nice to have.
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Post by Big Fat Troll on Nov 14, 2017 21:45:53 GMT
Again, he's not bad, he's just hard to play. If I do try, it might be something like this: conflictchamber.com/#c7201b_-0bcx0r9DiRcz0hjq7d6Mfp0Nfl0l0mTrollbloods Army - 75 / 75 points [Theme] The Power of Dhunia (Grim 2) Hunters Grim [+25] - Dire Troll Bomber [19] - Dire Troll Mauler [15] - Earthborn Dire Troll [14] - Night Troll [7] - Troll Axer [10] - Trollkin Runebearer [0(5)] Janissa Stonetide [0(4)] Stone Scribe Chronicler [4] Dhunian Knot [6] Farrow Brigands (min) [9] - Farrow Brigand Warlord [4] Krielstone Bearer & Stone Scribes (max) [9] - Stone Scribe Elder [3] Attrition into scenario is the plan, though assassination runs could happen.
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joedj
Junior Strategist
Posts: 513
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Post by joedj on Nov 15, 2017 1:44:45 GMT
I've loved Grim2 since the day he was released and have rarely lost while fielding him (though not fielded often in SR tourney competition). Skewing ranged assassination one might go all in with ranged UNITS (KC), but I've found that less successful in my hands given the squishy nature of TB shooting infantry, and the speed of engagement by opposing infantry. So POD and a mix of HARD shooting (boostable damage) and counter-kill/melee-threat has worked out fairly well for me. Example: [Theme] The Power of Dhunia (Grim 2) Hunters Grim [+25] - 2 damage guns, one KD popgun - Dire Troll Bomber [19] - 2x POW 18 guns - Dire Troll Bomber [19] - 2x POW 18 guns - Dire Troll Mauler [15] - Rage bot - Earthborn Dire Troll [14] - anti-push/faster/more ARM + Rage target - Slag Troll [10] - 1x POW 14 gun Assault for assassination - Trollkin Runebearer [0(5)] - Mortality or Fury retention Alten Ashley [6] - GW the closest threat Janissa Stonetide [0(4)] - Grim on a hill 18 DEF Troll Whelps [0(4)] - Bomber fodder Dhunian Knot [6] - re-roll snakes or sad damage rolls Krielstone Bearer & Stone Scribes (min) [6] - durability + occasional mad dash to eliminate Stealth/Incorp - Stone Scribe Elder [3] Swamp Gobbers Bellows Crew [2] - Grim in a cloud (on hill) 20 DEF This one relies on the Crit Stationary w/ rerolls=Assassination, rather than melee power: [Theme] The Power of Dhunia (Grim 2) Hunters Grim [+25] - Dire Troll Bomber [19] - Dire Troll Bomber [19] - Glacier King [35] - 3x chances at Crit Stationary w/ re-rolls - Slag Troll [10] Janissa Stonetide [0(4)] Troll Whelps [0(4)] - more Fury = more whelps needed Troll Whelps [0(4)] Dhunian Knot [6] Krielstone Bearer & Stone Scribes (min) [6] - Stone Scribe Elder [3] Swamp Gobbers Bellows Crew [2] YMMV!
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Post by chevelle on Nov 15, 2017 8:50:55 GMT
@ joedj Looks solid. What would you pair with your first Grim2 list ?
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petef
Read Page 5
Posts: 24
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Post by petef on Nov 15, 2017 20:04:48 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). Really quite similar to most of the other lists that have already been posted. I used this list relatively successfully:-
(Grim 2) Hunters Grim [+25] - Dire Troll Bomber [19] - Dire Troll Bomber [19] - Dire Troll Mauler [15] - Earthborn Dire Troll [14] - Swamp troll [8] - Axer [10] - Trollkin Runebearer [0(5)] Janissa Stonetide [0(4)] Troll Whelps [0(4)] Dhunian Knot [6] Krielstone Bearer & Stone Scribes (min) [6] - Stone Scribe Elder [3]
Obviously light on units but that is quits a lot of beef on the table. I was going to adapt it and take the following to Blood and Oil (a large UK tournament). Sadly, circumstance stopped me going but I was interested to try this variant on that list:-
(Grim 2) Hunters Grim [+25] - Glacier King [35] - Dire Troll Bomber [19] - Dire Troll Mauler [15] - Dire Troll Blitzer [14] - Trollkin Runebearer [0(5)] Janissa Stonetide [0(4)] Troll Whelps [0(4)] Dhunian Knot [6] Krielstone Bearer & Stone Scribes (min) [6] - Stone Scribe Elder [3] Swamp Gobber Bellows Crew [2]
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Post by drillbossd on Nov 15, 2017 20:11:04 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. Would you add Mulg?
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petef
Read Page 5
Posts: 24
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Post by petef on Nov 15, 2017 20:24:42 GMT
Maybe, certainly more interesting in a Grim2 PoD list now you can arc through him (although I'm still not sure that pursuit is even worth the effort of arcing most of the time, it is useful for mortality although you then run into some activation issues) and gives you spell protection. My worry with trying to fit in Mulg is that you still really need the Mauler for his animus, so you have to drop earthborn and the lights. That affects your assassination distances and gives you fewer pieces to trade with. The lights with mortality on a target+rage+stone+free charge from Grim's gun can really trade up against other heavies
It's probably worth a try though.
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tomw
Junior Strategist
Posts: 128
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Post by tomw on Nov 15, 2017 22:12:31 GMT
The last few days, I’ve been thinking, would Grim work in northkin? Mostly, I’m thinking that mirage on long riders is horrible, especially since the buffs they got, and the extra inch threat from the Northkin Elder. Non-linear slams are always good, and with him they have a 13.5” threat (or 15” if you want to charge instead of slam). The raiders also sound like they’d be a very scary choice with him (19” threat with pow14 bombs at rat9 isn’t terrible). Maybe something like this:
Hunters Grim - WB: +25 - Muggs & Krump - Trollkin Runebearer - PC: 0 - Mountain King - PC: 36 (Battlegroup Points Used: 25) - Dire Troll Bomber - PC: 19
Fell Caller Hero - PC: 0 Swamp Gobber Chef - PC: 1
Krielstone Bearer & Stone Scribes - Leader & 3 Grunts: 6 - Northkin Elder - PC: 3 Trollkin Long Riders - Leader & 4 Grunts: 20 Northkin Raiders - Leader & 9 Grunts: 15
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Post by Trollock on Nov 16, 2017 7:27:55 GMT
The last few days, I’ve been thinking, would Grim work in northkin? Mostly, I’m thinking that mirage on long riders is horrible, especially since the buffs they got, and the extra inch threat from the Northkin Elder. Non-linear slams are always good, and with him they have a 13.5” threat (or 15” if you want to charge instead of slam). The raiders also sound like they’d be a very scary choice with him (19” threat with pow14 bombs at rat9 isn’t terrible). Maybe something like this: Hunters Grim - WB: +25 - Muggs & Krump - Trollkin Runebearer - PC: 0 - Mountain King - PC: 36 (Battlegroup Points Used: 25) - Dire Troll Bomber - PC: 19 Fell Caller Hero - PC: 0 Swamp Gobber Chef - PC: 1 Krielstone Bearer & Stone Scribes - Leader & 3 Grunts: 6 - Northkin Elder - PC: 3 Trollkin Long Riders - Leader & 4 Grunts: 20 Northkin Raiders - Leader & 9 Grunts: 15 Hooch Hauler + Raiders seem like a really good combo with his feat. Id probably try to get that combo in there. Probably by dropping the MK. He can work with no Rage i think...
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tomw
Junior Strategist
Posts: 128
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Post by tomw on Nov 16, 2017 8:25:10 GMT
Hooch Hauler + Raiders seem like a really good combo with his feat. Id probably try to get that combo in there. Probably by dropping the MK. He can work with no Rage i think... That sounds good- could drop the MK and chef for a hauler and second bomber. That’d be a serious amount of firepower! I was mostly playing Grim bearer the start of mk3, when jack spam was all the rage. Back then, rage was pretty much mandatory, but you might get by without it now.
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Post by Trollock on Nov 16, 2017 9:18:13 GMT
Hooch Hauler + Raiders seem like a really good combo with his feat. Id probably try to get that combo in there. Probably by dropping the MK. He can work with no Rage i think... That sounds good- could drop the MK and chef for a hauler and second bomber. That’d be a serious amount of firepower! I was mostly playing Grim bearer the start of mk3, when jack spam was all the rage. Back then, rage was pretty much mandatory, but you might get by without it now. The lack of fury management may be an issue though... the list would be sooo much better with 1 more point Also, there is the issue with magical attacks that SotN always seems to run in to... That second bomber could perhaps be an ice troll and some bonus things like a sorcerer for the raiders and a chef or something like that. You could also just go 2 ice trolls and a chef rather than 1 bomber... Ice trolls seem very legit with Grim 2
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