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Post by midnight on Dec 20, 2018 13:36:10 GMT
Hello,
Could someone offer some lists or advice to this caster? I like the thought of him plus calamity , just having trouble executing something competitive that I can grow with.
Thanks in advance.
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bundeez
Junior Strategist
Posts: 325
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Post by bundeez on Dec 20, 2018 14:04:23 GMT
I haven't played him in mk3, but would love to put something like this on the table: Trollbloods Army - 75 / 75 points [Theme] Kriel Company [Grim 2] Hunters Grim [+25] - Dire Troll Blitzer [16] - Storm Troll [9] - Trollkin Runebearer [0(5)] Braylen Wanderheart, Trollkin Outlaw [0(5)] Feralgeist [2] Northkin Fire Eaters [7] Northkin Raiders (max) [15] Thumper Crew [0(5)] Trollkin Highwaymen (max) [15] Trollkin Sluggers (max) [10] Trollkin Sluggers (max) [10] War Wagon [16] Ever since the sluggers got better I have wanted to try them out, but no one seems to have for some reason. The list has many flaws: - any tech against shooting shuts it down hard - no arc node means Mortality is difficult to apply - susceptible to melee jam - has to alpha hard or go home Can't find a decent battlegroup for him, nothing to take advantage of Mage Sight really imo. But should be fun in casual games
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Post by zwergenkrieger on Dec 20, 2018 14:50:48 GMT
Hi,
one thing I have in mind is Grim2 with 2 full units of Raiders. The rest of the list should be lots of bodies, therefore SotN might be the better deop here. In addition you gain access to Bears.
Basic plan is to flood the board with lots of bodies while not being hurt if you go second. In fact, I think that Grim2 with lots of AD troops is fine going second. Raiders threat 18" under Grims feat or 20" with Aparition. If you go 2nd they start at the 16" line, meaning they threat up to the 36" line in your first turn (more commonly 34" first turn), leaving your opponent 7" inches of free movement.
If your opponent hold back his army, you just flood the board turn 1 and start a grinding game. That's why I think SotN might be good. Kriel Warriors under the effect of a Fellcaller Hero attacking a unit under mortality (with 2-men-CMAs) can bring some hurt for cheap. I don't know wether it's any good though.
I love the concept of Grim2 and some day I will go and get an army around him.
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Post by Big Fat Troll on Dec 20, 2018 16:37:03 GMT
Grim 2 is the second most difficult caster in the faction, if not tied with Kolgrima, and for much the same reason. There are just so many moving parts and so many decisions to make each turn (and any could be crucial) that it's very easy to make mistakes and the design of the caster is not forgiving of them.
Even for top players, this can be a problem, especially in the 4th or 5th game of the day. Kolgrima underperformed for months until people got the reps in. Grim 2 has never had much of a presence on the tournament scene in Mk3.
Grim 1, on the other hand, might be the easiest control caster to play in the entire game. He has much wider latitude in what he can play in his own army and play against.
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Post by Trollock on Dec 20, 2018 21:38:38 GMT
I think you should not build too much for the feat. Grim plus a bomber, sure but i think an all ranged list is bad.
SotN allows for some nice mixed arms builds. Raiders are very solid as they can act both as melee infantry and as shooters. I think both champions and long riders are super good with him too though. Mirrage for threat range and mortality for damage output really makes them sing.
He is definitely my least played caster though, so take this advice with a grain of salt.
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Post by grabsnikk on Dec 21, 2018 2:02:49 GMT
I think you should not build too much for the feat. Grim plus a bomber, sure but i think an all ranged list is bad. SotN allows for some nice mixed arms builds. Raiders are very solid as they can act both as melee infantry and as shooters. I think both champions and long riders are super good with him too though. Mirrage for threat range and mortality for damage output really makes them sing. He is definitely my least played caster though, so take this advice with a grain of salt. Building entirely for the feat is definitely a trap. Not sure he entirely needs a Bomber though, two Ice Trolls can do a similar job. This is what I have come up with as a SoTN list: Theme: Storm of the North 3 / 3 Free Cards 75 / 75 Army Hunters Grim - WB: +25 - Muggs & Krump - Trollkin Runebearer - PC: 0 - Dire Troll Mauler - PC: 15 (Battlegroup Points Used: 15) - Ice Troll - PC: 9 (Battlegroup Points Used: 9) - Ice Troll - PC: 9 (Battlegroup Points Used: 1) Fell Caller Hero - PC: 0 Bog Trog Mist Speaker - PC: 4 Valka Curseborn, Chieftain of the North - PC: 0 Krielstone Bearer & Stone Scribes - Leader & 5 Grunts: 9 - Northkin Elder - PC: 3 Northkin Raiders - Leader & 9 Grunts: 15 Northkin Bear Handler & Battle Bears - Bear Handler & 2 Battle Bears: 10 Pyg Lookouts - Leader & 3 Grunts: 7 Northkin Fire Eaters - Leader, Trollkin Grunt, and Pyg Grunt: 7 Northkin Bear Handler & Battle Bears - Bear Handler & 2 Battle Bears: 10 Swamp Gobber Bellows Crew - Leader & 1 Grunt: 2
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Post by onijet01 on Dec 21, 2018 6:49:13 GMT
I like weard lists. conflictchamber.com/#c7201b_-0bcx5T0r0r9D0h6M6R6RjD0k0mTrollbloods Army - 71 / 75 points [Theme] The Power of Dhunia [Grim 2] Hunters Grim [+25] - Dire Troll Blitzer [16] - Dire Troll Bomber [19] - Dire Troll Bomber [19] - Dire Troll Mauler [15] - Troll Axer [10] Stone Scribe Chronicler [0(4)] Troll Whelps [0(4)] Troll Whelps [0(4)] Farrow Valkyries [8] Krielstone Bearer & Stone Scribes (min) [6] - Stone Scribe Elder [3] You can add a mist speaker or lynissa as you like. Its just a stupidly fun list were the battle group uses hus feat
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Post by disgruntledwargamer on Dec 21, 2018 17:40:18 GMT
I jotted down a few notes a while back. disgruntledwargamer.com/hunters-grim-where-are-you/Grim2 is interesting, and does have game. I like the idea of a pod list. I agree that building for the feat is a mistake. I like him with scattergunners for some reason. Disclaimer: Recently made the switch to Crucible, and feel like Baldwin does Hunters Grim better than Hunters Grim does.
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Post by zwergenkrieger on Dec 23, 2018 23:47:25 GMT
I jotted down a few notes a while back. disgruntledwargamer.com/hunters-grim-where-are-you/Grim2 is interesting, and does have game. I like the idea of a pod list. I agree that building for the feat is a mistake. I like him with scattergunners for some reason. Disclaimer: Recently made the switch to Crucible, and feel like Baldwin does Hunters Grim better than Hunters Grim does. I like your thoughts regarding Grim2. But I somewhat wonder about your point of view. It feels to me that you are searching for a strong list led by Grim2 but you always see a better warlock with a certain Theme or build. I think it's no surprise that some casters are "better" than Grim2 (that's why you don't see him on a regular basis) and therefore I would rather search for the best Grum2 list (if one likes to run Grim2 for some reason) instead of an "as competetive as possible" list. Simply because I think that there is no highly competetive Grim2 list. That being said some thoughts in addition to yours: - Bonegrinders offer +2" on spells which coupled with Grims reposition should be plenty to not be too far ahead after casting the spell. 12" on mortality is as far as a bomber shoots. You simply do not really need more than that. With reposition you're are 15" away from the spells target. - Nice call on Grim2 in PoD. Never thought about it. Let's be stupid and think about Sea King + Earthborns for a minute. Would'nt this be fun? Any good? - I agree that building fot the feat is a trap. Trollblood shooting is too weak to build an army based on shooting or a feat that supports shooting. But I also think that the feat offers threat extension which your opponent has to take into consideration. Therefore my idea of Grim2 + Northkin Raiders. But you can also go for some strong spot removal to neuter your opponents plans. Though I do not know wether there are suitable models / units in the trollbloods range to make this happen.
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Post by Big Fat Troll on Dec 24, 2018 0:17:49 GMT
If you're going to put Grim 2 in POD it would be for Mulg, and it's hard to run him with a King as well. Something like this maybe? conflictchamber.com/#c7201b_-0bcx0r9Djp7h0hjq7d6RfpjO0k0mTrollbloods Army - 75 / 75 points [Theme] The Power of Dhunia [Grim 2] Hunters Grim [+25] - Dire Troll Bomber [19] - Dire Troll Mauler [15] - Mulg the Ancient [22] - Storm Troll [9] - Troll Axer [10] - Trollkin Runebearer [0(5)] Janissa Stonetide [0(4)] Troll Whelps [0(4)] Dhunian Knot [6] Gatorman Bokor & Bog Trog Swamp Shamblers [10] Krielstone Bearer & Stone Scribes (min) [6] - Stone Scribe Elder [3] You have Mulg to channel Mortality and help protect against spells, a little board control, and just enough bodies to make the shamblers a decent screen. Corpse tokens from Whelps could be funny, though you don't get one if the Whelp is eaten. With Mortality, they might even kill something.
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Post by Trollock on Dec 24, 2018 11:30:51 GMT
Nifty synergy with grim in PoD is with an EBDT. You get mirrage on it on turn 1, so it can place before it activates. It is very likely that it will now be within 2" of rough terrain, and gets to run another 14". Your EBDT thus noves 16" on turn 1 (18 with rush if you go all in) rather than the normal 10".
Add rhat it is a target no one really wants to shoot at as it is resilient and cheap, you can dictate model placement a lot with such a move.
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Post by Trollock on Dec 24, 2018 14:53:11 GMT
Oh, and mirrage also synergizes with the EBDT on turn 2. With the 16"+ run on turn 1, you might very well be avle to reach an obstruction. You can then hide slighly behi d it for cover and +2 ARM and rgen place 2" on turn 2 to be able to charge.
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joedj
Junior Strategist
Posts: 513
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Post by joedj on Dec 24, 2018 18:19:32 GMT
In MK2 Grim2 was always my 'short game' warlock. Field him with a Bomber, Impaler, and Burrowers. Mirage Grim&Co from behind a building or forest, pop Feat. Snare gun or Crit Impaler down the opposing warcaster. DK to support the effort. Mortality warcaster if within range, Bomber/Burrowers FTW. It worked also against Steady warcasters due to relatively high RATs. It was a technique designed to ignore most friendly casualties and go for the throat.
The advent of MK3, gutted Burrowers, changed SR/terrain and shrunk our venue's player base. No longer do I, as former PG, seek a 'short game', as that usually means a less 'fun' play experience, and discouragement. (Played my Caine3 the other day, 1st time fielding him, assassination 2nd turn, oops, I don't know my own strength!)
In considering Grim2 for current grindy play, it seems like he can aid complete dominance on ONE side of a battlefield/scenario. He strikes me as much less able to compete/control center field (Madrak1/Kolgrimma/Borka2). Mortality/Bears/Lookouts can clear out one side, appearing on the battlefield similar to Burrowers of old. Scattergunners remain mid field decent picket line, Raiders alternatively. Beast load per your desire, 1x Bomber almost obligatory. I do think Grim2 can't wait until Night Troll has Long Leash to be an active contesting piece for the OTHER side of the board.
/2 cents
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Post by allinontrolls on Dec 25, 2018 10:29:52 GMT
conflictchamber.com/#c7201b_-0Gcx0r04jqj66G0ki-iZj5iTbKj3Trollbloods Army - 75 / 75 points [Theme] Storm of the North [Grim 2] Hunters Grim [+25] - Dire Troll Bomber [19] - Winter Troll [8] - Trollkin Runebearer [0(5)] Eilish Garrity, the Occultist [5] Fell Caller Hero [0(5)] Krielstone Bearer & Stone Scribes (min) [6] - Northkin Elder [3] Northkin Bear Handlers & Battle Bears [10] Northkin Raiders (max) [15] Trollkin Champions (max) [16] - Skaldi Bonehammer [0(5)] Hearthgut Hooch Hauler [18] This would be My idea.
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Post by onijet01 on Dec 25, 2018 20:17:15 GMT
Here is a second list that uses melee infantry and takes advantage of mirage and mortality. The battlegroup can hit accuratly and hard when melee is needed. (Last stitch use) conflictchamber.com/#c7201b_-0Gcx0r0riU6G6G0n68cC0n68cC0ki-cCTrollbloods Army - 75 / 75 points [Theme] Storm of the North [Grim 2] Hunters Grim [+25] - Dire Troll Bomber [19] - Dire Troll Bomber [19] - Rok [19] Fell Caller Hero [0(5)] Fell Caller Hero [5] Kriel Warriors (min) [7] - Kriel Warrior Standard & Piper [3] - Trollkin Sorcerer (1) [3] Kriel Warriors (min) [7] - Kriel Warrior Standard & Piper [3] - Trollkin Sorcerer (1) [3] Krielstone Bearer & Stone Scribes (min) [6] - Northkin Elder [3] - Trollkin Sorcerer (1) [3] Trollkin Sorcerer(s) are there to strip enemy upkeeps, cadt magic attacks and give magic weapons. Each unit can gain a +4/+4 to melee as... Fell Caller Hero: War Cry- grants +2 melee attack rolls. Mortality: grants a -2 def and armor. Northkin Elder: Stone Cold grants +2 str to worrior models. The beasts can also swing a +4 melee attack and damage rolls with free charges from grim 2. Grim is a unit to fell caller hero, Stone combo can even buff Grym2's unit
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