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Post by Swampmist on Mar 8, 2017 4:10:38 GMT
Not sure how they'll play yet, but I love the theme oh so much I just must have this faction. It's going to be bad for me. I'm leaning that way as well, especially with the proposed change to Rots making them actually able to collect a corpse each and have things pull them off during said thing's activation.
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Post by sideshowlucifer on Mar 8, 2017 11:51:27 GMT
The anti-magic game isn't that strong since it's really difficult to get corpse tokens on the cage ragers. Most of his abilities will rarely ever get used. If I had to describe them, I'd describe them more as Circle with infantry focus rather than beasts.
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Post by Korianneder on Mar 8, 2017 13:26:49 GMT
I'm not sure how well they'd do in a competitive setting. Right now there's not a lot of corpses for them to collect, there is a lot of anti-infantry to destroy their infantry, and random effects like the cask imps are always something that never seems to work when you need it to. However, they certainly look fun as hell to play.
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Post by sideshowlucifer on Mar 8, 2017 17:53:16 GMT
After playing a few games with them, I've come to consider the corpses as a bonus. The two heavies take buffs really well and there is a lot of subtle little interactions that make some pretty powerful combos. I think they will do fine competitively. That said, I don't see cask imps being a staple, nor do I see the new SR quite the same level of competitive as previous iterations.
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Post by Cryptix on Mar 8, 2017 18:42:47 GMT
Am I the only one thinking Child with Tantrum and Sacrifice can be really broken potentially with Skinners (I swear to god I'm not calling them that stupid name)? At max corpses with dread rots, they can get up to P+S 21 FURY 5, which solos Gargossals.
Grymkin Army - 74 / 75 points [Theme] Dark Menagerie
(Child 1) The Child [+29] - Skin & Moans [15] - Skin & Moans [15] - Skin & Moans [15] Dread Rots (max) [12] Dread Rots (max) [12] Death Knell [13] Death Knell [13] Glimmer Imp [4] Glimmer Imp [4]
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Post by ysthrall on Mar 8, 2017 20:48:18 GMT
Is this information up anywhere simple to access yet?
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Post by Cryptix on Mar 8, 2017 20:55:27 GMT
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Post by HereComesTomorrow on Mar 8, 2017 22:13:16 GMT
I'm not sure how well they'd do in a competitive setting. Right now there's not a lot of corpses for them to collect, there is a lot of anti-infantry to destroy their infantry, and random effects like the cask imps are always something that never seems to work when you need it to. However, they certainly look fun as hell to play. I think SR2017 will sort that with the change to zone scoring rules.
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Post by Cryptix on Mar 8, 2017 22:18:34 GMT
I'm not sure how well they'd do in a competitive setting. Right now there's not a lot of corpses for them to collect, there is a lot of anti-infantry to destroy their infantry, and random effects like the cask imps are always something that never seems to work when you need it to. However, they certainly look fun as hell to play. I think SR2017 will sort that with the change to zone scoring rules. Maybe jacks and beasts can only contest, not score zones? Would cripple Karchev and other jack/beasts casters, but might be needed.
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Post by Cryptix on Mar 8, 2017 22:20:19 GMT
I'm not sure how well they'd do in a competitive setting. Right now there's not a lot of corpses for them to collect, there is a lot of anti-infantry to destroy their infantry, and random effects like the cask imps are always something that never seems to work when you need it to. However, they certainly look fun as hell to play. I think SR2017 will sort that with the change to zone scoring rules. Maybe jacks and beasts can only contest, not score zones? Would cripple Karchev and other jack/beasts casters, but might be needed.
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Post by Swampmist on Mar 8, 2017 22:50:47 GMT
Nope, jacks\beasts score one kind of zone, infantry the other.
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Post by Cryptix on Mar 8, 2017 23:45:33 GMT
Nope, jacks\beasts score one kind of zone, infantry the other. That seems...extremely random depending on scenario.
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Lanz
Junior Strategist
Posts: 685
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Post by Lanz on Mar 9, 2017 0:02:02 GMT
Something I've noticed looking over the grymkin rules is that they seem to be very rule-heavy but their stats seem rather poor. Almost like they are meant to trade raw numbers for tricks. Has anyone else noticed this?
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Post by Swampmist on Mar 9, 2017 0:24:37 GMT
Yup, I've seen the same. Even Piggybacks are 11\13 base without shield wall\imp flesh\the death knell, and they are probably the strongest base-stated models in the army. S&M Is an arguably less tanky cryx heavy stat-wise (though fury5 helps a ton) before corpses, Murder Crows have a personal +4\+4 attack\damage swing but need both multiple living models and prey, ect. The only thing I think breaks this trend is the Cage Rager, whi just seems like a solid 10\19 body beater (ala PoM or Skorne) before accounting for his corpse-fueled abilities.
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Post by HereComesTomorrow on Mar 9, 2017 11:00:03 GMT
Something worrying me is that on the CID forums Soules seems VERY defensive about some things. There's a lengthy thread about how the Witchwood seems a bit blech because you're spending 6pts for a short range ability to kill a single warrior model and its RAT rules out solo assassination due to their usually high DEF. He was very quick to come back with "Well you just aren't using it right, try a few more games it's actually really good. Lot's of people play with two! I'm painting my second Privateer Press: Hordes™ Grymkin: The Wicked Harvest™ Witchwood™ now! " which is nice and all but he's basically outright saying he doesn't want to change it.
Pulling unit leaders out of formation is certainly a tactic but a minor inconvenience and not really one worth building a plan around, especially when your opponent can just kill the unit leader and replace him.
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